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  • asp.net free webcontrol to display matrix reports with column and row grouping, subtotals and totals

    - by dev-cu
    Hello, I want to develop some kind of reports in Asp.net with x-axis and y-axis being dynamics, allowing grouping by row and column, for example: have products in y-axis and date in x-axis having in body number of sells of a given product in a given date, if date in x-axis are years, i want subtotals for each month for a product (row) and subtotals of sells of all products in date (column) I know there are products available to build reports, but i am using Mysql, so Reporting Service is not an option. It's not necessary for the client build additional reports, i think the simplest solution is having a control to display such information and not using crystal report (which is not free) or something more complex, i want to know if is there an available free control to reach my goal. Well, does anybody know a control or have a different idea, thanks in advance.

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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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  • 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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  • How to structure game states in an entity/component-based system

    - by Eva
    I'm making a game designed with the entity-component paradigm that uses systems to communicate between components as explained here. I've reached the point in my development that I need to add game states (such as paused, playing, level start, round start, game over, etc.), but I'm not sure how to do it with my framework. I've looked at this code example on game states which everyone seems to reference, but I don't think it fits with my framework. It seems to have each state handling its own drawing and updating. My framework has a SystemManager that handles all the updating using systems. For example, here's my RenderingSystem class: public class RenderingSystem extends GameSystem { private GameView gameView_; /** * Constructor * Creates a new RenderingSystem. * @param gameManager The game manager. Used to get the game components. */ public RenderingSystem(GameManager gameManager) { super(gameManager); } /** * Method: registerGameView * Registers gameView into the RenderingSystem. * @param gameView The game view registered. */ public void registerGameView(GameView gameView) { gameView_ = gameView; } /** * Method: triggerRender * Adds a repaint call to the event queue for the dirty rectangle. */ public void triggerRender() { Rectangle dirtyRect = new Rectangle(); for (GameObject object : getRenderableObjects()) { GraphicsComponent graphicsComponent = object.getComponent(GraphicsComponent.class); dirtyRect.add(graphicsComponent.getDirtyRect()); } gameView_.repaint(dirtyRect); } /** * Method: renderGameView * Renders the game objects onto the game view. * @param g The graphics object that draws the game objects. */ public void renderGameView(Graphics g) { for (GameObject object : getRenderableObjects()) { GraphicsComponent graphicsComponent = object.getComponent(GraphicsComponent.class); if (!graphicsComponent.isVisible()) continue; GraphicsComponent.Shape shape = graphicsComponent.getShape(); BoundsComponent boundsComponent = object.getComponent(BoundsComponent.class); Rectangle bounds = boundsComponent.getBounds(); g.setColor(graphicsComponent.getColor()); if (shape == GraphicsComponent.Shape.RECTANGULAR) { g.fill3DRect(bounds.x, bounds.y, bounds.width, bounds.height, true); } else if (shape == GraphicsComponent.Shape.CIRCULAR) { g.fillOval(bounds.x, bounds.y, bounds.width, bounds.height); } } } /** * Method: getRenderableObjects * @return The renderable game objects. */ private HashSet<GameObject> getRenderableObjects() { return gameManager.getGameObjectManager().getRelevantObjects( getClass()); } } Also all the updating in my game is event-driven. I don't have a loop like theirs that simply updates everything at the same time. I like my framework because it makes it easy to add new GameObjects, but doesn't have the problems some component-based designs encounter when communicating between components. I would hate to chuck it just to get pause to work. Is there a way I can add game states to my game without removing the entity-component design? Does the game state example actually fit my framework, and I'm just missing something? EDIT: I might not have explained my framework well enough. My components are just data. If I was coding in C++, they'd probably be structs. Here's an example of one: public class BoundsComponent implements GameComponent { /** * The position of the game object. */ private Point pos_; /** * The size of the game object. */ private Dimension size_; /** * Constructor * Creates a new BoundsComponent for a game object with initial position * initialPos and initial size initialSize. The position and size combine * to make up the bounds. * @param initialPos The initial position of the game object. * @param initialSize The initial size of the game object. */ public BoundsComponent(Point initialPos, Dimension initialSize) { pos_ = initialPos; size_ = initialSize; } /** * Method: getBounds * @return The bounds of the game object. */ public Rectangle getBounds() { return new Rectangle(pos_, size_); } /** * Method: setPos * Sets the position of the game object to newPos. * @param newPos The value to which the position of the game object is * set. */ public void setPos(Point newPos) { pos_ = newPos; } } My components do not communicate with each other. Systems handle inter-component communication. My systems also do not communicate with each other. They have separate functionality and can easily be kept separate. The MovementSystem doesn't need to know what the RenderingSystem is rendering to move the game objects correctly; it just need to set the right values on the components, so that when the RenderingSystem renders the game objects, it has accurate data. The game state could not be a system, because it needs to interact with the systems rather than the components. It's not setting data; it's determining which functions need to be called. A GameStateComponent wouldn't make sense because all the game objects share one game state. Components are what make up objects and each one is different for each different object. For example, the game objects cannot have the same bounds. They can have overlapping bounds, but if they share a BoundsComponent, they're really the same object. Hopefully, this explanation makes my framework less confusing.

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  • Where are the Windows 7 System Restore Points stored and how to preserve them?

    - by Rohit
    I am using Windows 7 Professional. My system crashed few days back and to recover that, I inserted the Windows 7 DVD. While running the System Restore from the DVD, it showed there are no restore points. It shocked me. I created few restore points, where they disappeared. Is there a way to preserve these restore points from accidental deletion? Is there any other FREE tool to take snapshot of the image on other disk?

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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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  • Having trouble with projection matrix, need help

    - by Mr.UNOwen
    I'm having trouble with what appears to be the projection matrix. Given a wide enough of a screen, when a cube is on the left and right most edge, the left or right wall will appear stretched to the point that the front face is 1/10 the width of the side. So I do update the screen ratio along with the projection matrix and view port on screen resize, am I safe to assume all the trouble is from the matrix class? Also the cube follows the mouse, but it's only vertically aligned and ahead of the mouse when going left or right from the center of the screen. Perspective function call: * setPerspective * * @param fov: angle in radians * @param aspect: screen ratio w/h * @param near: near distance * @param far: far distance **/ void APCamera::setPerspective(GMFloat_t fov, GMFloat_t aspect, GMFloat_t near, GMFloat_t far) { GMFloat_t difZ = near - far; GMFloat_t *data; mProjection->clear(); //set to identity matrix data = mProjection->getData(); GMFloat_t v = 1.0f / tan(fov / 2.0f); data[_AP_MAA] = v / aspect; data[_AP_MBB] = v; data[_AP_MCC] = (far + near) / difZ; data[_AP_MCD] = -1.0f; data[_AP_MDD] = 0.0f; data[_AP_MDC] = 2.0f * far * near/ difZ; mRatio = aspect; mInvProjOutdated = true; mIsPerspective = true; } and... #define _AP_MAA 0 #define _AP_MAB 1 #define _AP_MAC 2 #define _AP_MAD 3 #define _AP_MBA 4 #define _AP_MBB 5 #define _AP_MBC 6 #define _AP_MBD 7 #define _AP_MCA 8 #define _AP_MCB 9 #define _AP_MCC 10 #define _AP_MCD 11 #define _AP_MDA 12 #define _AP_MDB 13 #define _AP_MDC 14 #define _AP_MDD 15

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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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  • Snow Leopard doesn't repair permissions, despite showing / saying its fixed them?

    - by Jules
    Sometime ago, I used carbon copy as I was replacing my hard drive in my Mac Mini running Snow Leopard. Afterwards, on my new drive I had some permission problems. I've tried several times running a repair permissions / repair disk from disk util. It shows that there are problems and I think it says its correceted the problems. However the problems remain, what can I do to fix them ? It doesn't seem to cause me any problems, that I can tell EDIT Repairing permissions for “Macintosh HD” Permissions differ on "System/Library/CoreServices/RemoteManagement/ARDAgent.app/Contents/Support/Remote Desktop Message.app/Contents/Resources/Italian.lproj/UIAgent.nib", should be drwxr-xr-x , they are -rwxr-xr-x . Repaired "System/Library/CoreServices/RemoteManagement/ARDAgent.app/Contents/Support/Remote Desktop Message.app/Contents/Resources/Italian.lproj/UIAgent.nib". Permissions differ on "System/Library/Frameworks/JavaVM.framework/Versions/1.6.0/Classes/jconsole.jar", should be -rw-r--r-- , they are lrwxr-xr-x . Repaired "System/Library/Frameworks/JavaVM.framework/Versions/1.6.0/Classes/jconsole.jar". User differs on "System/Library/Frameworks/JavaVM.framework/Versions/1.6.0/Home/lib", should be 95, user is 0. Repaired "System/Library/Frameworks/JavaVM.framework/Versions/1.6.0/Home/lib". User differs on "System/Library/Frameworks/JavaVM.framework/Versions/1.6.0/Libraries", should be 95, user is 0. Repaired "System/Library/Frameworks/JavaVM.framework/Versions/1.6.0/Libraries". Permissions differ on "System/Library/Frameworks/JavaVM.framework/Versions/A/Resources/Deploy.bundle/Contents/Home/lib/security/cacerts", should be -rw-r--r-- , they are lrwxr-xr-x . Repaired "System/Library/Frameworks/JavaVM.framework/Versions/A/Resources/Deploy.bundle/Contents/Home/lib/security/cacerts". Permissions differ on "System/Library/Frameworks/JavaVM.framework/Versions/A/Resources/Deploy.bundle/Contents/Resources/Java/deploy.jar", should be -rw-r--r-- , they are lrwxr-xr-x . Repaired "System/Library/Frameworks/JavaVM.framework/Versions/A/Resources/Deploy.bundle/Contents/Resources/Java/deploy.jar". Permissions differ on "System/Library/Frameworks/JavaVM.framework/Versions/A/Resources/Deploy.bundle/Contents/Resources/Java/libdeploy.jnilib", should be -rwxr-xr-x , they are lrwxr-xr-x . Repaired "System/Library/Frameworks/JavaVM.framework/Versions/A/Resources/Deploy.bundle/Contents/Resources/Java/libdeploy.jnilib". Permissions differ on "System/Library/CoreServices/RemoteManagement/AppleVNCServer.bundle/Contents/Support/LockScreenLeopard386.app/Contents/Resources/Italian.lproj/MainMenu.nib", should be drwxr-xr-x , they are -rwxr-xr-x . Repaired "System/Library/CoreServices/RemoteManagement/AppleVNCServer.bundle/Contents/Support/LockScreenLeopard386.app/Contents/Resources/Italian.lproj/MainMenu.nib". Permissions differ on "System/Library/CoreServices/Menu Extras/RemoteDesktop.menu/Contents/Resources/zh_TW.lproj/RemoteDesktopMenu.nib", should be drwxr-xr-x , they are -rwxr-xr-x . Repaired "System/Library/CoreServices/Menu Extras/RemoteDesktop.menu/Contents/Resources/zh_TW.lproj/RemoteDesktopMenu.nib". Permissions differ on "System/Library/CoreServices/RemoteManagement/ARDAgent.app/Contents/Support/Remote Desktop Message.app/Contents/Resources/zh_TW.lproj/UIAgent.nib", should be drwxr-xr-x , they are -rwxr-xr-x . Repaired "System/Library/CoreServices/RemoteManagement/ARDAgent.app/Contents/Support/Remote Desktop Message.app/Contents/Resources/zh_TW.lproj/UIAgent.nib". Permissions differ on "System/Library/CoreServices/RemoteManagement/AppleVNCServer.bundle/Contents/Support/LockScreen.app/Contents/Resources/zh_TW.lproj/MainMenu.nib", should be drwxr-xr-x , they are -rwxr-xr-x . Repaired "System/Library/CoreServices/RemoteManagement/AppleVNCServer.bundle/Contents/Support/LockScreen.app/Contents/Resources/zh_TW.lproj/MainMenu.nib". Permissions differ on "System/Library/CoreServices/Menu Extras/RemoteDesktop.menu/Contents/Resources/zh_CN.lproj/RemoteDesktopMenu.nib", should be drwxr-xr-x , they are -rwxr-xr-x . Repaired "System/Library/CoreServices/Menu Extras/RemoteDesktop.menu/Contents/Resources/zh_CN.lproj/RemoteDesktopMenu.nib". Permissions differ on "System/Library/CoreServices/RemoteManagement/ARDAgent.app/Contents/Support/Remote Desktop Message.app/Contents/Resources/zh_CN.lproj/UIAgent.nib", should be drwxr-xr-x , they are -rwxr-xr-x . Repaired "System/Library/CoreServices/RemoteManagement/ARDAgent.app/Contents/Support/Remote Desktop Message.app/Contents/Resources/zh_CN.lproj/UIAgent.nib". Permissions differ on "System/Library/CoreServices/RemoteManagement/AppleVNCServer.bundle/Contents/Support/LockScreen.app/Contents/Resources/zh_CN.lproj/MainMenu.nib", should be drwxr-xr-x , they are -rwxr-xr-x . Repaired "System/Library/CoreServices/RemoteManagement/AppleVNCServer.bundle/Contents/Support/LockScreen.app/Contents/Resources/zh_CN.lproj/MainMenu.nib". Permissions differ on "System/Library/CoreServices/Menu Extras/RemoteDesktop.menu/Contents/Resources/ko.lproj/RemoteDesktopMenu.nib", should be drwxr-xr-x , they are -rwxr-xr-x . Repaired "System/Library/CoreServices/Menu Extras/RemoteDesktop.menu/Contents/Resources/ko.lproj/RemoteDesktopMenu.nib". Permissions differ on "System/Library/CoreServices/RemoteManagement/ARDAgent.app/Contents/Support/Remote Desktop Message.app/Contents/Resources/ko.lproj/UIAgent.nib", should be drwxr-xr-x , they are -rwxr-xr-x . Repaired "System/Library/CoreServices/RemoteManagement/ARDAgent.app/Contents/Support/Remote Desktop Message.app/Contents/Resources/ko.lproj/UIAgent.nib". Permissions differ on "System/Library/CoreServices/RemoteManagement/AppleVNCServer.bundle/Contents/Support/LockScreen.app/Contents/Resources/ko.lproj/MainMenu.nib", should be drwxr-xr-x , they are -rwxr-xr-x . Repaired "System/Library/CoreServices/RemoteManagement/AppleVNCServer.bundle/Contents/Support/LockScreen.app/Contents/Resources/ko.lproj/MainMenu.nib". Permissions differ on "System/Library/CoreServices/Menu Extras/RemoteDesktop.menu/Contents/Resources/Dutch.lproj/RemoteDesktopMenu.nib", should be drwxr-xr-x , they are -rwxr-xr-x . Repaired "System/Library/CoreServices/Menu Extras/RemoteDesktop.menu/Contents/Resources/Dutch.lproj/RemoteDesktopMenu.nib". Permissions differ on "System/Library/CoreServices/RemoteManagement/ARDAgent.app/Contents/Support/Remote Desktop Message.app/Contents/Resources/Dutch.lproj/UIAgent.nib", should be drwxr-xr-x , they are -rwxr-xr-x . Repaired "System/Library/CoreServices/RemoteManagement/ARDAgent.app/Contents/Support/Remote Desktop Message.app/Contents/Resources/Dutch.lproj/UIAgent.nib". Permissions differ on "System/Library/CoreServices/RemoteManagement/AppleVNCServer.bundle/Contents/Support/LockScreen.app/Contents/Resources/Dutch.lproj/MainMenu.nib", should be drwxr-xr-x , they are -rwxr-xr-x . Repaired "System/Library/CoreServices/RemoteManagement/AppleVNCServer.bundle/Contents/Support/LockScreen.app/Contents/Resources/Dutch.lproj/MainMenu.nib". Permissions differ on "System/Library/CoreServices/Menu Extras/RemoteDesktop.menu/Contents/Resources/Italian.lproj/RemoteDesktopMenu.nib", should be drwxr-xr-x , they are -rwxr-xr-x . Repaired "System/Library/CoreServices/Menu Extras/RemoteDesktop.menu/Contents/Resources/Italian.lproj/RemoteDesktopMenu.nib". Permissions differ on "System/Library/CoreServices/RemoteManagement/AppleVNCServer.bundle/Contents/Support/LockScreen.app/Contents/Resources/Italian.lproj/MainMenu.nib", should be drwxr-xr-x , they are -rwxr-xr-x . Repaired "System/Library/CoreServices/RemoteManagement/AppleVNCServer.bundle/Contents/Support/LockScreen.app/Contents/Resources/Italian.lproj/MainMenu.nib". Permissions differ on "System/Library/CoreServices/Menu Extras/RemoteDesktop.menu/Contents/Resources/Spanish.lproj/RemoteDesktopMenu.nib", should be drwxr-xr-x , they are -rwxr-xr-x . Repaired "System/Library/CoreServices/Menu Extras/RemoteDesktop.menu/Contents/Resources/Spanish.lproj/RemoteDesktopMenu.nib". Permissions differ on "System/Library/CoreServices/RemoteManagement/ARDAgent.app/Contents/Support/Remote Desktop Message.app/Contents/Resources/Spanish.lproj/UIAgent.nib", should be drwxr-xr-x , they are -rwxr-xr-x . Repaired "System/Library/CoreServices/RemoteManagement/ARDAgent.app/Contents/Support/Remote Desktop Message.app/Contents/Resources/Spanish.lproj/UIAgent.nib". Permissions differ on "System/Library/CoreServices/RemoteManagement/AppleVNCServer.bundle/Contents/Support/LockScreen.app/Contents/Resources/Spanish.lproj/MainMenu.nib", should be drwxr-xr-x , they are -rwxr-xr-x . Repaired "System/Library/CoreServices/RemoteManagement/AppleVNCServer.bundle/Contents/Support/LockScreen.app/Contents/Resources/Spanish.lproj/MainMenu.nib". Permissions differ on "System/Library/CoreServices/Menu Extras/RemoteDesktop.menu/Contents/Resources/French.lproj/RemoteDesktopMenu.nib", should be drwxr-xr-x , they are -rwxr-xr-x . Repaired "System/Library/CoreServices/Menu Extras/RemoteDesktop.menu/Contents/Resources/French.lproj/RemoteDesktopMenu.nib". Permissions differ on "System/Library/CoreServices/RemoteManagement/ARDAgent.app/Contents/Support/Remote Desktop Message.app/Contents/Resources/French.lproj/UIAgent.nib", should be drwxr-xr-x , they are -rwxr-xr-x . Repaired "System/Library/CoreServices/RemoteManagement/ARDAgent.app/Contents/Support/Remote Desktop Message.app/Contents/Resources/French.lproj/UIAgent.nib". Permissions differ on "System/Library/CoreServices/RemoteManagement/AppleVNCServer.bundle/Contents/Support/LockScreen.app/Contents/Resources/French.lproj/MainMenu.nib", should be drwxr-xr-x , they are -rwxr-xr-x . Repaired "System/Library/CoreServices/RemoteManagement/AppleVNCServer.bundle/Contents/Support/LockScreen.app/Contents/Resources/French.lproj/MainMenu.nib". Permissions differ on "System/Library/CoreServices/Menu Extras/RemoteDesktop.menu/Contents/Resources/German.lproj/RemoteDesktopMenu.nib", should be drwxr-xr-x , they are -rwxr-xr-x . Repaired "System/Library/CoreServices/Menu Extras/RemoteDesktop.menu/Contents/Resources/German.lproj/RemoteDesktopMenu.nib". Permissions differ on "System/Library/CoreServices/RemoteManagement/ARDAgent.app/Contents/Support/Remote Desktop Message.app/Contents/Resources/German.lproj/UIAgent.nib", should be drwxr-xr-x , they are -rwxr-xr-x . Repaired "System/Library/CoreServices/RemoteManagement/ARDAgent.app/Contents/Support/Remote Desktop Message.app/Contents/Resources/German.lproj/UIAgent.nib". Permissions differ on "System/Library/CoreServices/RemoteManagement/AppleVNCServer.bundle/Contents/Support/LockScreen.app/Contents/Resources/German.lproj/MainMenu.nib", should be drwxr-xr-x , they are -rwxr-xr-x . Repaired "System/Library/CoreServices/RemoteManagement/AppleVNCServer.bundle/Contents/Support/LockScreen.app/Contents/Resources/German.lproj/MainMenu.nib". Permissions differ on "System/Library/CoreServices/Menu Extras/RemoteDesktop.menu/Contents/Resources/Japanese.lproj/RemoteDesktopMenu.nib", should be drwxr-xr-x , they are -rwxr-xr-x . Repaired "System/Library/CoreServices/Menu Extras/RemoteDesktop.menu/Contents/Resources/Japanese.lproj/RemoteDesktopMenu.nib". Permissions differ on "System/Library/CoreServices/RemoteManagement/ARDAgent.app/Contents/Support/Remote Desktop Message.app/Contents/Resources/Japanese.lproj/UIAgent.nib", should be drwxr-xr-x , they are -rwxr-xr-x . Repaired "System/Library/CoreServices/RemoteManagement/ARDAgent.app/Contents/Support/Remote Desktop Message.app/Contents/Resources/Japanese.lproj/UIAgent.nib". Permissions differ on "System/Library/CoreServices/RemoteManagement/AppleVNCServer.bundle/Contents/Support/LockScreen.app/Contents/Resources/Japanese.lproj/MainMenu.nib", should be drwxr-xr-x , they are -rwxr-xr-x . Repaired "System/Library/CoreServices/RemoteManagement/AppleVNCServer.bundle/Contents/Support/LockScreen.app/Contents/Resources/Japanese.lproj/MainMenu.nib". Permissions differ on "System/Library/Frameworks/JavaVM.framework/Versions/1.6.0/Resources/JavaPluginCocoa.bundle/Contents/Resources/Java/deploy.jar", should be -rw-r--r-- , they are lrwxr-xr-x . Repaired "System/Library/Frameworks/JavaVM.framework/Versions/1.6.0/Resources/JavaPluginCocoa.bundle/Contents/Resources/Java/deploy.jar". Permissions differ on "System/Library/Frameworks/JavaVM.framework/Versions/1.6.0/Resources/JavaPluginCocoa.bundle/Contents/Resources/Java/libdeploy.jnilib", should be -rwxr-xr-x , they are lrwxr-xr-x . Repaired "System/Library/Frameworks/JavaVM.framework/Versions/1.6.0/Resources/JavaPluginCocoa.bundle/Contents/Resources/Java/libdeploy.jnilib". Permissions differ on "System/Library/CoreServices/Menu Extras/RemoteDesktop.menu/Contents/Resources/English.lproj/RemoteDesktopMenu.nib", should be drwxr-xr-x , they are -rwxr-xr-x . Repaired "System/Library/CoreServices/Menu Extras/RemoteDesktop.menu/Contents/Resources/English.lproj/RemoteDesktopMenu.nib". Warning: SUID file "System/Library/CoreServices/RemoteManagement/ARDAgent.app/Contents/MacOS/ARDAgent" has been modified and will not be repaired. Permissions differ on "System/Library/CoreServices/RemoteManagement/ARDAgent.app/Contents/Support/Remote Desktop Message.app/Contents/Resources/English.lproj/UIAgent.nib", should be drwxr-xr-x , they are -rwxr-xr-x . Repaired "System/Library/CoreServices/RemoteManagement/ARDAgent.app/Contents/Support/Remote Desktop Message.app/Contents/Resources/English.lproj/UIAgent.nib". Permissions differ on "System/Library/CoreServices/RemoteManagement/AppleVNCServer.bundle/Contents/Support/LockScreen.app/Contents/Resources/English.lproj/MainMenu.nib", should be drwxr-xr-x , they are -rwxr-xr-x . Repaired "System/Library/CoreServices/RemoteManagement/AppleVNCServer.bundle/Contents/Support/LockScreen.app/Contents/Resources/English.lproj/MainMenu.nib". Group differs on "private/var/log/kernel.log", should be 80, group is 0. Permissions differ on "private/var/log/kernel.log", should be -rw-r----- , they are -rw-r--r-- . Repaired "private/var/log/kernel.log". Group differs on "private/var/log/secure.log", should be 80, group is 0. Permissions differ on "private/var/log/secure.log", should be -rw-r----- , they are -rw-r--r-- . Repaired "private/var/log/secure.log". Group differs on "private/var/log/system.log", should be 80, group is 0. Permissions differ on "private/var/log/system.log", should be -rw-r----- , they are -rw-r--r-- . Repaired "private/var/log/system.log". Permissions repair complete

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  • System Reserved partition no longer marked as System

    - by Mark
    I recently posted a question to Super User about accidentally marking my external HDD's partition as Active and how I could undo my accidental mistake. I followed the instructions provided and they worked fine. This involved some command line magic and from what I understand, I did not have to really do this, but I just wanted to get things back to how they were originally. After making the fix things went back to normal in disk management. After I restarted my computer though i had an issue: BOOTMGR is missing Press Ctrl+Alt+Del to restart Rugh roh! I brought my laptop to work so I could search for a solution on my work computer and I found a nice guide on fixing the issue. To summarize the instructions, I had to reboot with my Windows 7 install disc and click the Repair button. Once there I could then repair the start-up options. One of the commenters on the site claimed you need to do this twice, as the first time the "repair" doesn't actually fix it. I found this to be true as well. I tried to repair it and it did some work, then rebooted. I then got the same error again. I booted from the CD again and repaired the start-up options then after this second time Windows started to boot up. Before the restart I got a nice info window telling me that it did make repairs to the boot info (this was promising). I've been using Windows 7 for a few days now with no problem, but I just recently noticed that I now can see the System Reserved partition in Computer: (click for full size) I immediately went to disk management to see what was up. I noticed that my System Reserved partition is no longer marked as System and instead I believe the repair operation made my C: drive the system partition. I'm not fully aware of what the System partition really is but I briefly read that its a Windows 7 thing that gets created on install of Win7 that writes some BitLocker encryption stuff to a isolated partition as well as some boot files. (click for full size) How can I undo this and make the System Partition marked as System instead of my OS C: partition? How can I make it so that I don't see this partition in Computer (I believe fixing #1 will fix this) What are the implications of what the current state is and the fact that I can now browse into this new partition? Thanks in advance.

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  • System.MissingMethodException for XslCompiledTransform.Transform when running application on differe

    - by Codesleuth
    I have a problem where I compiled my application on Visual Studio 2010 while targetting the .NET Framework 3.5, deployed it to a client server, only to find it gives me the following error: ************** Exception Text ************** System.MissingMethodException: Method not found: 'Void System.Xml.Xsl.XslCompiledTransform.Transform( System.Xml.XPath.IXPathNavigable, System.Xml.Xsl.XsltArgumentList, System.Xml.XmlWriter, System.Xml.XmlResolver)'. ************** Loaded Assemblies ************** [...] System.Xml Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.3082 (QFE.050727-3000) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll The method it says it's looking for is this: XslTransform.Transform Method (IXPathNavigable, XsltArgumentList, XmlWriter, XmlResolver) (Supported in: 4, 3.5, 3.0, 2.0, 1.1) I've tried setting up a redirect to the .NET Framework 4.0 version of the same DLL using the assemblyBinding element like so: <runtime> <assemblyBinding xmlns="urn:schemas-microsoft-com:asm.v1"> <dependentAssembly> <assemblyIdentity name="System.Xml" publicKeyToken="b77a5c561934e089" culture="neutral" /> <bindingRedirect oldVersion="2.0.0.0" newVersion="4.0.0.0"/> <codeBase version="4.0.0.0" href="file:///C:/WINDOWS/Microsoft.NET/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll" /> </dependentAssembly> </assemblyBinding> </runtime> But now the application won't run, and puts this in the event log: EventType clr20r3, P1 myapplication.exe, P2 3.85.12.27583, P3 4be9757f, P4 system.configuration, P5 2.0.0.0, P6 4889de74, P7 1a6, P8 136, P9 ioibmurhynrxkw0zxkyrvfn0boyyufow, P10 NIL. So, in summary, (1) does anyone know why the application can't find the method listed, and (2) why doesn't it let me redirect to the .NET 4.0 version of System.Xml? Any help is appreciated, I'm totally stuck!

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  • Appearance, Online accounts disappeared in System Settings in Ubuntu 13.10

    - by ptanmay143
    I was installing apps and icons and I notices that there were about 4 games installed, so I went to software centre to remove them then I wanted to add my Facebook account in Online Accounts but Alas! It was disappeared. But it was there when I searched for Online Accounts in Unity Dash. Please help me. I think I might have uninstalled wrong packages. Can anyone tell me the packages that are associalted with them. I am attaching a screenshot of my settings and the Online Accounts appearance in Unity Dash.

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  • Running 12.04 on a Dell Inspiron 1545 having random system lockups

    - by Kris
    I just reinstalled a fresh 12.04 because I couldn't even get booted on my previous installation anymore. I just installed 8GB of ram on this laptop, but the problem happened even before this, and all I have installed in this run on Ubuntu is: ia32libs, Oracle JDK7 and the 32bit JRE junipernc jupiter The laptop has never been used very heavily, so could someone get back to me on this, let me know what further information you need about my machine, or files to upload. Thanks!

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  • System went to sleep while running do-release-upgrade

    - by Sebi
    I am trying to upgrade from Ubuntu 12.04 to 14.04 on a laptop. I have run sudo do-release-upgrade During the upgrade process the laptop went into sleep/locked screen mode. I have rebooted and noticed that dependencies are broken. Running: lsb_release -a shows that the version has been upgraded to 14.04. However, the upgrade process did not finish(there was no output, I had to restart the workstation as the screen was blinking continuously). Now, following this question I have run sudo apt-get -u dist-upgrade and am now waiting for the process to finish.

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  • Doing powerups in a component-based system

    - by deft_code
    I'm just starting really getting my head around component based design. I don't know what the "right" way to do this is. Here's the scenario. The player can equip a shield. The the shield is drawn as bubble around the player, it has a separate collision shape, and reduces the damage the player receives from area effects. How is such a shield architected in a component based game? Where I get confused is that the shield obviously has three components associated with it. Damage reduction / filtering A sprite A collider. To make it worse different shield variations could have even more behaviors, all of which could be components: boost player maximum health health regen projectile deflection etc Am I overthinking this? Should the shield just be a super component? I really think this is wrong answer. So if you think this is the way to go please explain. Should the shield be its own entity that tracks the location of the player? That might make it hard to implement the damage filtering. It also kinda blurs the lines between attached components and entities. Should the shield be a component that houses other components? I've never seen or heard of anything like this, but maybe it's common and I'm just not deep enough yet. Should the shield just be a set of components that get added to the player? Possibly with an extra component to manage the others, e.g. so they can all be removed as a group. (accidentally leave behind the damage reduction component, now that would be fun). Something else that's obvious to someone with more component experience?

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  • Doing powerups in a component-based system

    - by deft_code
    I'm just starting really getting my head around component based design. I don't know what the "right" way to do this is. Here's the scenario. The player can equip a shield. The the shield is drawn as bubble around the player, it has a separate collision shape, and reduces the damage the player receives from area effects. How is such a shield architected in a component based game? Where I get confused is that the shield obviously has three components associated with it. Damage reduction / filtering A sprite A collider. To make it worse different shield variations could have even more behaviors, all of which could be components: boost player maximum health health regen projectile deflection etc Am I overthinking this? Should the shield just be a super component? I really think this is wrong answer. So if you think this is the way to go please explain. Should the shield be its own entity that tracks the location of the player? That might make it hard to implement the damage filtering. It also kinda blurs the lines between attached components and entities. Should the shield be a component that houses other components? I've never seen or heard of anything like this, but maybe it's common and I'm just not deep enough yet. Should the shield just be a set of components that get added to the player? Possibly with an extra component to manage the others, e.g. so they can all be removed as a group. (accidentally leave behind the damage reduction component, now that would be fun). Something else that's obvious to someone with more component experience?

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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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  • Lost the system tray-bar and side panel dockbar disappears when touched

    - by defaye
    I have complete confidence that this problem will be resolved by restarting, however, it seems very odd that it should disappear randomly during my session. To put it simply, I've lost the top tray-bar and the side panel disappears when the mouse moves within touch, however if it click and drag the window by the side it comes back (but disappears instantly when touched again (however I can still click on the buttons where they should be). The only guess I have as to why it's happened is a bug, or I've lost a file these GUI things depend on. This is a real pain as some applications now have lost the "File, Edit" menu items as a result of this.

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  • Rendering order in an Entity System

    - by Daedalus
    Say I use a basic ES approach, and also inside Systems I hold lists of all entities that Systems are required to process. How do I maintain this list of entities in desired rendering order, i.e. for a dumb 2D RenderingSystem? I saw this discussion, and what they suggest is to do something like Z ordering - what I would probably do is just to store a "layer" int in DrawableComponent and then, inside RenderingSystem, just sort entities by mentioned "layer" whenever the entity list for RenderingSystem changes. They also say we could just delete and recreate the entity whenever we want it on the top, but it seems too inflexible to me. How is this problem usually solved?

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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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  • 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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