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  • Implementing full text search on iPhone?

    - by Nimrod
    I'm looking for suggestions on the best way to implement a full-text search on some static data on the iPhone. Basically I have an app that contains the offline version of a web site, about 50MB of text, and I'd like for users to be able to search for terms. I figure that I should somehow build an table of ("word", reference_to_file_containing_word) or something, put that into either Core Data or just sqlite, index the "word" column, then have the search facility search the table for search terms and take the intersection of the sets of results for the terms or something. That wouldn't allow people to search for phrases but it would be pretty easy and probably not too slow. I'd like to just use existing SDK features for this. Should I use Core Data or sqlite? Does anyone have any other ideas on how this could be done?

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  • Implementing a Mutex Lock in C

    - by Adam
    I'm trying to make a really mutex in C and for some reason I'm getting cases where two threads are getting the lock at the same time, which shouldn't be possible. Any ideas why it's not working? void mutexLock(mutex_t *mutexlock, pid_t owner) { int failure; while(mutexlock->mx_state == 0 || failure || mutexlock->mx_owner != owner) { failure = 1; if (mutexlock->mx_state == 0) { asm( "test:" "movl $0x01,%%eax\n\t" // move 1 to eax "xchg %%eax,%0\n\t" // try to set the lock bit "mov %%eax,%1\n\t" // export our result to a test var "test %%eax,%%eax\n\t" "jnz test\n\t" :"=r"(mutexlock->mx_state),"=r"(failure) :"r"(mutexlock->mx_state) :"%eax" ); } if (failure == 0) { mutexlock->mx_owner = owner; //test to see if we got the lock bit } } }

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  • Implementing a "special" Access database to Expression Web

    - by Newbie
    I have just got an answer to my question about combining the result of a SQL. This was done with "ConcatRelated". Now I want to implement this in Expression Web 3. The SQL's I used in Access: SELECT land.id, land.official_name, vaksiner.vaksiner FROM land INNER JOIN (vaksiner INNER JOIN land_sykdom ON vaksiner.id = land_sykdom.sykdom) ON land.kort = land_sykdom.land ORDER BY land.official_name; and SELECT DISTINCT id, official_name, ConcatRelated("vaksiner","qryVaksinerRaw","id = " & [id]) AS vaksiner FROM qryVaksinerRaw; The last is saved as vaksine_query This is the SQL that I want to add to Expression Web: SELECT vaksine_query.id, vaksine_query.official_name, vaksine_query.vaksiner FROM vaksine_query WHERE vaksine_query.id="?"; Expression Web gives me the error message "Undefined function 'ContactRelated' in expression.

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  • Implementing website messaging services

    - by Alex
    There's a website which currently has only web interfaces for all the users. However, new requirement has emerged which says that there is a need in providing an alternative interface for a certain group of website users who want to regularly receive pushed notifications(messages) that would inform them about new events(news) in their field of interest. What sort of interface would it be?Is it all about using a MOM(message-oriented middleware) like JMS and deploying it withing an application server on a website using publish/subscribe model?Is it the correct way how to meet these sort of requirements?And if it's not a web-based interface,would kind of interface would it be then for the users? Thanks

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  • I get an error when implementing tde in SQL Server 2008

    - by mahima
    While using USE mssqltips_tde; CREATE DATABASE ENCRYPTION KEY with ALGORITHM = AES_256 ENCRYPTION BY SERVER CERTIFICATE TDECert GO I'm getting an error Msg 156, Level 15, State 1, Line 2 Incorrect syntax near the keyword 'KEY'. Msg 319, Level 15, State 1, Line 3 Incorrect syntax near the keyword 'with'. If this statement is a common table expression or an xmlnamespaces clause, the previous statement must be terminated with a semicolon. please help in resolving the same as i need to implement Encryption on my DB

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  • recursively implementing 'minimum number of coins' in python

    - by user5198
    This problem is same as asked in here. Given a list of coins, their values (c1, c2, c3, ... cj, ...), and the total sum i. Find the minimum number of coins the sum of which is i (we can use as many coins of one type as we want), or report that it's not possible to select coins in such a way that they sum up to S. I"m just introduced to dynamic programming yesterday and I tried to make a code for it. # Optimal substructure: C[i] = 1 + min_j(C[i-cj]) cdict = {} def C(i, coins): if i <= 0: return 0 if i in cdict: return cdict[i] else: answer = 1 + min([C(i - cj, coins) for cj in coins]) cdict[i] = answer return answer Here, C[i] is the optimal solution for amount of money 'i'. And available coins are {c1, c2, ... , cj, ...} for the program, I've increased the recursion limit to avoid maximum recursion depth exceeded error. But, this program gives the right answer only someones and when a solution is not possible, it doesn't indicate that. What is wrong with my code and how to correct it?

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  • wcf class implementing two operation contracts in different service contracts with same name

    - by Archie
    Hello, I have declared two service contracts as follows: [ServiceContract] public interface IContract1 { [OperationContract] double Add(int ip); } [ServiceContract] public interface IContract2 { [OperationContract] double Add(double ip); } I have a class which implements these two contracts. I have created two end points for both the contracts. But I'm not able to access the service from client code. It displays a big error when i try to update the service reference as: Metadata contains an error that cannot be resolved.... There was no endpoint listening at ... etc. I know that you can't have two OperationContracts with the same name but is it possible to have two operation contracts in different service contracts with same name but different signature? Thanks.

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  • Implementation question involving implementing an interface

    - by Vivin Paliath
    I'm writing a set of collection classes for different types of Trees. I'm doing this as a learning exercise and I'm also hoping it turns out to be something useful. I really want to do this the right way and so I've been reading Effective Java and I've also been looking at the way Joshua Bloch implemented the collection classes by looking at the source. I seem to have a fair idea of what is being done, but I still have a few things to sort out. I have a Node<T> interface and an AbstractNode<T> class that implements the Node interface. I then created a GenericNode<T> (a node that can have 0 to n children, and that is part of an n-ary tree) class that extends AbstractNode<T> and implements Node<T>. This part was easy. Next, I created a Tree<T> interface and an AbstractTree<T> class that implements the Tree<T> interface. After that, I started writing a GenericTree<T> class that extends AbstractTree<T> and implements Tree<T>. This is where I started having problems. As far as the design is concerned, a GenericTree<T> can only consist of nodes of type GenericTreeNode<T>. This includes the root. In my Tree<T> interface I have: public interface Tree<T> { void setRoot(Node<T> root); Node<T> getRoot(); List<Node<T>> postOrder(); ... rest omitted ... } And, AbstractTree<T> implements this interface: public abstract class AbstractTree<T> implements Tree<T> { protected Node<T> root; protected AbstractTree() { } protected AbstractTree(Node<T> root) { this.root = root; } public void setRoot(Node<T> root) { this.root = root; } public Node<T> getRoot() { return this.root; } ... rest omitted ... } In GenericTree<T>, I can have: public GenericTree(Node<T> root) { super(root); } But what this means is that you can create a generic tree using any subtype of Node<T>. You can also set the root of a tree to any subtype of Node<T>. I want to be able to restrict the type of the node to the type of the tree that it can represent. To fix this, I can do this: public GenericTree(GenericNode<T> root) { super(root); } However, setRoot still accepts a parameter of type Node<T>. Which means a user can still create a tree with the wrong type of root node. How do I enforce this constraint? The only way I can think of doing is either: Do an instanceof which limits the check to runtime. I'm not a huge fan of this. Remove setRoot from the interface and have the base class implement this method. This means that it is not part of the contract and anyone who wants to make a new type of tree needs to remember to implement this method. Is there a better way? The second question I have concerns the return type of postOrder which is List<Node<T>>. This means that if a user is operating on a GenericTree<T> object and calls postOrder, he or she receives a list that consists of Node<T> objects. This means when iterating through (using a foreach construct) they would have perform an explicit cast to GenericNode<T> if they want to use methods that are only defined in that class. I don't like having to place this burden on the user. What are my options in this case? I can only think of removing the method from the interface and have the subclass implement this method making sure that it returns a list of appropriate subtype of Node<T>. However, this once again removes it from the contract and it's anyone who wants to create a new type of tree has to remember to implement this method. Is there a better way?

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  • C++: Implementing Named Pipes using the Win32 API

    - by Mike Pateras
    I'm trying to implement named pipes in C++, but either my reader isn't reading anything, or my writer isn't writing anything (or both). Here's my reader: int main() { HANDLE pipe = CreateFile(GetPipeName(), GENERIC_READ, 0, NULL, OPEN_EXISTING, FILE_FLAG_OVERLAPPED, NULL); char data[1024]; DWORD numRead = 1; while (numRead >= 0) { ReadFile(pipe, data, 1024, &numRead, NULL); if (numRead > 0) cout << data; } return 0; } LPCWSTR GetPipeName() { return L"\\\\.\\pipe\\LogPipe"; } And here's my writer: int main() { HANDLE pipe = CreateFile(GetPipeName(), GENERIC_WRITE, 0, NULL, OPEN_EXISTING, FILE_FLAG_OVERLAPPED, NULL); string message = "Hi"; WriteFile(pipe, message.c_str(), message.length() + 1, NULL, NULL); return 0; } LPCWSTR GetPipeName() { return L"\\\\.\\pipe\\LogPipe"; } Does that look right? numRead in the reader is always 0, for some reason, and it reads nothing but 1024 -54's (some weird I character). Solution: Reader (Server): while (true) { HANDLE pipe = CreateNamedPipe(GetPipeName(), PIPE_ACCESS_INBOUND | PIPE_ACCESS_OUTBOUND , PIPE_WAIT, 1, 1024, 1024, 120 * 1000, NULL); if (pipe == INVALID_HANDLE_VALUE) { cout << "Error: " << GetLastError(); } char data[1024]; DWORD numRead; ConnectNamedPipe(pipe, NULL); ReadFile(pipe, data, 1024, &numRead, NULL); if (numRead > 0) cout << data << endl; CloseHandle(pipe); } Writer (client): HANDLE pipe = CreateFile(GetPipeName(), GENERIC_READ | GENERIC_WRITE, 0, NULL, OPEN_EXISTING, 0, NULL); if (pipe == INVALID_HANDLE_VALUE) { cout << "Error: " << GetLastError(); } string message = "Hi"; cout << message.length(); DWORD numWritten; WriteFile(pipe, message.c_str(), message.length(), &numWritten, NULL); return 0; The server blocks until it gets a connected client, reads what the client writes, and then sets itself up for a new connection, ad infinitum. Thanks for the help, all!

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  • Implementing a State Machine in Angular.js to control routing

    - by ldn_tech_exec
    Can anyone help me with integrating a state machine to control routing? What's the best method to do this? Create a service? I need to basically intercept every $location request, run the state machine and let it figure out what the next $location.path should be. Think of the problem like a bank of questions that get added and removed over time. The user visits once in a while, passes in the user's answers object to the statemachine, and the statemachine figures out which question to load. This is my pseudocode, but i need to figure out where to put this or what event I can hook into to make sure all route requests are passed through the machine. Do I need a specific stateMachine controller? Do I create a service? Where do I use the service? Do I need to override $locationProvider? $scope.user.answers = [{ id: 32, answer: "whatever" }, { id:33, answer: "another answer" }] $scope.questions = [{ id:32, question:"what is your name?", path:"/question/1" },{ id:34, question:"how old are you?", path:"/question/2" }] var questions = $scope.questions; angular.forEach(questions, function(question) { if(question.id !exist in $scope.user.answers.id) { $location.path = question.path break; }); Thanks

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  • Need help in implementing DICOM in JAVA

    - by sam
    hi all, I want to implement Dicom using JAVA. And also i should not use any existing API and i have to develop from the scratch. I spent almost 10 days in understanding DICOM itself,i got some vague idea so kindly help how implement it in java , where to start,architechture etc... Regards, Sam

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  • Implementing subtables in JSF 1.1

    - by Xenon
    We're looking for a way to implement subtables in JSF 1.1. We cannot use Rich Faces due to the fact that out target server is WebSphere 6.1. I've tried JSTL and Tomahawk to no avail. Also, our project is using JSP's and not facelets. Here's my HTML/JSTL example: <table border="1" width="700px"> Header 1 Header 2 Header 3 Header 4 Header 5 ${item.value1} ${item.value2} ${item.value3} ${item.value4} ${item.value5} <tr> <td colspan="5"> <table border="1" width="100%"> <thead> <tr> <td>SubHeader 1</td> <td>SubHeader 2</td> <td>SubHeader 3</td> <td>SubHeader 4</td> <td>SubHeader 5</td> </tr> </thead> <!-- For loop iteration over subtable data --> <c:forEach var="subitem" items="${item.subtable}"> <tr> <td>${subitem.value1}</td> <td>${subitem.value2}</td> <td>${subitem.value2}</td> <td>${subitem.value2}</td> <td>${subitem.value2}</td> </tr> </c:forEach> </table> </td> </tr>

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  • How to create Query syntax for multiple DataTable for implementing IN operator of Sql Server

    - by Shantanu Gupta
    I have fetched 3-4 tables by executing my stored procedure. Now they resides on my dataset. I have to maintain this dataset for multiple forms and I am not doing any DML operation on this dataset. Now this dataset contains 4 tables out of which i have to fetch some records to display data. Data stored in tables are in form of one to many relationship. i.e. In case of transactions. N records per record. Then these N records are further mapped to M records of 3rd table. Table 1 MAP_ID GUEST_ID DEPARTMENT_ID PARENT_ID PREFERENCE_ID -------------------- -------------------- -------------------- -------------------- -------------------- 19 61 1 1 5 14 61 1 5 15 15 61 2 4 10 18 61 2 13 23 17 61 2 20 26 16 61 40 40 41 20 62 1 5 14 21 62 1 5 15 22 62 1 6 16 24 62 2 3 4 23 62 2 4 9 27 62 2 13 23 25 62 2 20 24 26 62 2 20 25 28 63 1 1 5 29 63 1 1 8 34 63 1 5 15 30 63 2 4 10 33 63 2 4 11 31 63 2 13 23 32 63 40 40 41 35 65 1 NULL 1 36 65 1 NULL 1 38 68 2 13 22 37 68 2 20 25 39 68 2 23 27 40 92 1 NULL 1 Table 2 Department_ID Department_Name Parent_Id Parent_Name -------------------- ----------------------- --------------- ---------------------------------------------------------------------------------- 1 Food 1, 5, 6 Food, North Indian, South Indian 2 Lodging 3, 4, 13, 20, 23 Room, Floor, Non Air Conditioned, With Balcony, Without Balcony 40 New 40 SubNew TABLE 3 Parent_Id Parent_Name Preference_ID Preference_Name -------------------- ----------------------------------------------- ----------------------- ------------------- NULL NULL NULL NULL 1 Food 5, 8 North Indian, Italian 3 Room 4 Floor 4 Floor 9, 10, 11 First, Second, Third 5 North Indian 14, 15 X, Y 6 South Indian 16 Dosa 13 Non Air Conditioned 22, 23 With Balcony, Without Balcony 20 With Balcony 24, 25, 26 Mountain View, Ocean View, Garden View 23 Without Balcony 27 Mountain View 40 New 41 SubNew I have these 3 tables that are related in some fashion like this. Table 1 will be the master for these 2 tables i.e. table 2 and table 3. I need to query on them as SELECT Department_Id, Department_Name, Parent_Name FROM Table2 WHERE Department_Id in ( SELECT Department_Id FROM Table1 WHERE guest_id=65 ) SELECT Parent_Id, Parent_Name, Preference_Name FROM Table3 WHERE PARENT_ID in ( SELECT parent_id FROM Table1 WHERE guest_id=65 ) Now I need to use these queries on DataTables. So I am using Query Syntax for this and reached up to this point. var dept_list= from dept in DtMapGuestDepartment.AsEnumerable() where dept.Field<long>("PK_GUEST_ID")==long.Parse(63) select dept; This should give me the list of all departments that has guest id =63 Now I want to select all departments_name and parent_name from Table 2 where guest_id=63 i.e. departments that i fetched above. This same case will be followed for Table3. Please suggest how to do this. Thanks for keeping up patience for reading my question.

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  • Choosing a scripting language for game and implementing it

    - by Radius
    Hello, I am currently developing a 3D Action/RPG game in C++, and I would like some advice in choosing a scripting language to program the AI of the game. My team comes from a modding background, and in fact we are still finishing work on a mod of the game Gothic. In that game (which we also got our inspiration from) the language DAEDALUS (created by Piranha Bytes, the makers of the game) is used. Here is a full description of said language. The main thing to notice about this is that it uses instances moreso than classes. The game engine is closed, and so one can only guess about the internal implementation of this language, but the main thing I am looking for in a scripting language (which ideally would be quite similar but preferably also more powerful than DAEDALUS) is the fact that there are de facto 3 'separations' of classes - ie classes, instances and (instances of instances?). I think it will be easier to understand what I want if I provide an example. Take a regular NPC. First of all you have a class defined which (I understand) mirrors the (class or structure) inside the engine: CLASS C_NPC { VAR INT id ; // absolute ID des NPCs VAR STRING name [5] ; // Namen des NPC VAR STRING slot ; VAR INT npcType ; VAR INT flags ; VAR INT attribute [ATR_INDEX_MAX] ; VAR INT protection [PROT_INDEX_MAX]; VAR INT damage [DAM_INDEX_MAX] ; VAR INT damagetype ; VAR INT guild,level ; VAR FUNC mission [MAX_MISSIONS] ; var INT fight_tactic ; VAR INT weapon ; VAR INT voice ; VAR INT voicePitch ; VAR INT bodymass ; VAR FUNC daily_routine ; // Tagesablauf VAR FUNC start_aistate ; // Zustandsgesteuert // ********************** // Spawn // ********************** VAR STRING spawnPoint ; // Beim Tod, wo respawnen ? VAR INT spawnDelay ; // Mit Delay in (Echtzeit)-Sekunden // ********************** // SENSES // ********************** VAR INT senses ; // Sinne VAR INT senses_range ; // Reichweite der Sinne in cm // ********************** // Feel free to use // ********************** VAR INT aivar [50] ; VAR STRING wp ; // ********************** // Experience dependant // ********************** VAR INT exp ; // EXerience Points VAR INT exp_next ; // EXerience Points needed to advance to next level VAR INT lp ; // Learn Points }; Then, you can also define prototypes (which set some default values). But how you actually define an NPC is like this: instance BAU_900_Ricelord (Npc_Default) //Inherit from prototype Npc_Default { //-------- primary data -------- name = "Ryzowy Ksiaze"; npctype = NPCTYPE_GUARD; guild = GIL_BAU; level = 10; voice = 12; id = 900; //-------- abilities -------- attribute[ATR_STRENGTH] = 50; attribute[ATR_DEXTERITY] = 10; attribute[ATR_MANA_MAX] = 0; attribute[ATR_MANA] = 0; attribute[ATR_HITPOINTS_MAX]= 170; attribute[ATR_HITPOINTS] = 170; //-------- visuals -------- // animations Mdl_SetVisual (self,"HUMANS.MDS"); Mdl_ApplyOverlayMds (self,"Humans_Arrogance.mds"); Mdl_ApplyOverlayMds (self,"HUMANS_DZIDA.MDS"); // body mesh ,bdytex,skin,head mesh ,headtex,teethtex,ruestung Mdl_SetVisualBody (self,"Hum_Body_CookSmith",1,1,"Hum_Head_FatBald",91 , 0,-1); B_Scale (self); Mdl_SetModelFatness(self,2); fight_tactic = FAI_HUMAN_STRONG; //-------- Talente -------- Npc_SetTalentSkill (self,NPC_TALENT_1H,1); //-------- inventory -------- CreateInvItems (self, ItFoRice,10); CreateInvItem (self, ItFoWine); CreateInvItems(self, ItMiNugget,40); EquipItem (self, Heerscherstab); EquipItem (self, MOD_AMULETTDESREISLORDS); CreateInvItem (self, ItMi_Alchemy_Moleratlubric_01); //CreateInvItem (self,ItKey_RB_01); EquipItem (self, Ring_des_Lebens); //-------------Daily Routine------------- daily_routine = Rtn_start_900; }; FUNC VOID Rtn_start_900 () { TA_Boss (07,00,20,00,"NC_RICELORD"); TA_SitAround (20,00,24,00,"NC_RICELORD_SIT"); TA_Sleep (24,00,07,00,"NC_RICEBUNKER_10"); }; As you can see, the instance declaration is more like a constructor function, setting values and calling functions from within. This still wouldn't pose THAT much of a problem, if not for one more thing: multiple copies of this instance. For example, you can spawn multiple BAU_900_Ricelord's, and each of them keeps track of its own AI state, hitpoints etc. Now I think the instances are represented as ints (maybe even as the id of the NPC) inside the engine, as whenever (inside the script) you use the expression BAU_900_Ricelord it can be only assigned to an int variable, and most functions that operate on NPCs take that int value. However to directly modify its hitpoints etc you have to do something like var C_NPC npc = GetNPC(Bau_900_Ricelord); npc.attribute[ATR_HITPOINTS] = 10; ie get the actual C_NPC object that represents it. To finally recap - is it possible to get this kind of behaviour in any scripting languages you know of, or am I stuck with having to make my own? Or maybe there is an even better way of representing NPC's and their behaviours that way. The IDEAL language for scripting for me would be C#, as I simply adore that language, but somehow I doubt it is possible or indeed feasible to try and implement a similar kind of behaviour in C#. Many thanks

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  • Problem implementing Blinn–Phong shading model

    - by Joe Hopfgartner
    I did this very simple, perfectly working, implementation of Phong Relflection Model (There is no ambience implemented yet, but that doesn't bother me for now). The functions should be self explaining. /** * Implements the classic Phong illumination Model using a reflected light * vector. */ public class PhongIllumination implements IlluminationModel { @RGBParam(r = 0, g = 0, b = 0) public Vec3 ambient; @RGBParam(r = 1, g = 1, b = 1) public Vec3 diffuse; @RGBParam(r = 1, g = 1, b = 1) public Vec3 specular; @FloatParam(value = 20, min = 1, max = 200.0f) public float shininess; /* * Calculate the intensity of light reflected to the viewer . * * @param P = The surface position expressed in world coordinates. * * @param V = Normalized viewing vector from surface to eye in world * coordinates. * * @param N = Normalized normal vector at surface point in world * coordinates. * * @param surfaceColor = surfaceColor Color of the surface at the current * position. * * @param lights = The active light sources in the scene. * * @return Reflected light intensity I. */ public Vec3 shade(Vec3 P, Vec3 V, Vec3 N, Vec3 surfaceColor, Light lights[]) { Vec3 surfaceColordiffused = Vec3.mul(surfaceColor, diffuse); Vec3 totalintensity = new Vec3(0, 0, 0); for (int i = 0; i < lights.length; i++) { Vec3 L = lights[i].calcDirection(P); N = N.normalize(); V = V.normalize(); Vec3 R = Vec3.reflect(L, N); // reflection vector float diffuseLight = Vec3.dot(N, L); float specularLight = Vec3.dot(V, R); if (diffuseLight > 0) { totalintensity = Vec3.add(Vec3.mul(Vec3.mul( surfaceColordiffused, lights[i].calcIntensity(P)), diffuseLight), totalintensity); if (specularLight > 0) { Vec3 Il = lights[i].calcIntensity(P); Vec3 Ilincident = Vec3.mul(Il, Math.max(0.0f, Vec3 .dot(N, L))); Vec3 intensity = Vec3.mul(Vec3.mul(specular, Ilincident), (float) Math.pow(specularLight, shininess)); totalintensity = Vec3.add(totalintensity, intensity); } } } return totalintensity; } } Now i need to adapt it to become a Blinn-Phong illumination model I used the formulas from hearn and baker, followed pseudocodes and tried to implement it multiple times according to wikipedia articles in several languages but it never worked. I just get no specular reflections or they are so weak and/or are at the wrong place and/or have the wrong color. From the numerous wrong implementations I post some little code that already seems to be wrong. So I calculate my Half Way vector and my new specular light like so: Vec3 H = Vec3.mul(Vec3.add(L.normalize(), V), Vec3.add(L.normalize(), V).length()); float specularLight = Vec3.dot(H, N); With theese little changes it should already work (maby not with correct intensity but basically it should be correct). But the result is wrong. Here are two images. Left how it should render correctly and right how it renders. If i lower the shininess factor you can see a little specular light at the top right: Altough I understand the concept of Phong illumination and also the simplified more performant adaptaion of blinn phong I am trying around for days and just cant get it to work. Any help is appriciated. Edit: I was made aware of an error by this answer, that i am mutiplying by |L+V| instead of dividing by it when calculating H. I changed to deviding doing so: Vec3 H = Vec3.mul(Vec3.add(L.normalize(), V), 1/Vec3.add(L.normalize(), V).length()); Unfortunately this doesnt change much. The results look like this: and if I rise the specular constant and lower the shininess You can see the effects more clearly in a smilar wrong way: However this division just the normalisation. I think I am missing one step. Because the formulas like this just dont make sense to me. If you look at this picture: http://en.wikipedia.org/wiki/File:Blinn-Phong_vectors.svg The projection of H to N is far less than V to R. And if you imagine changing the vector V in the picture the angle is the same when the viewing vector is "on the left side". and becomes more and more different when going to the right. I pesonally would multiply the whole projection by two to become something similiar (and the hole point is to avoid the calculation of R). Altough I didnt read anythinga bout that anywehre i am gonna try this out... Result: The intension of the specular light is far too much (white areas) and the position is still wrong. I think I am messing something else up because teh reflection are just at the wrong place. But what? Edit: Now I read on wikipedia in the notes that the angle of N/H is in fact approximalty half or V/R. To compensate that i should multiply my shineness exponent by 4 rather than my projection. If i do that I end up with this: Far to intense but still one thing. The projection is at the wrong place. Where could i mess up my vectors?

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  • Implementing custom Matlab functions in Simulink

    - by niko
    Hi, I would like to use custom Matlab function in Simulink. So far I have done it by placing Embedded Matlab Fuction block. However if the custom function contains another custom function the compile process fails. Here is the example of function I am trying to embed in the simulation: function [c, d, iterationsCount] = decodeLDPC(y, H, variance) Lci = initializeLq(y, H, variance); Lr = getLr(Lci); [Lq, c] = getLq(Lci, H, Lr); iterationsCount = 1; while(sum(mod(c * H', 2)) ~= 0) Lr = getLr(Lq); [Lq, c] = getLq(Lq, H, Lr); iterationsCount = iterationsCount + 1; end; G = getGeneratorMatrix(H); d = c/G; where initializeLq and getLr are custom functions as well. I would be very thankful if anyone could suggest a method to implement the above function in the simulation. Thank you.

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  • What to do of exceptions when implementing java.lang.Iterator

    - by Vincent Robert
    The java.lang.Iterator interface has 3 methods: hasNext, next and remove. In order to implement a read-only iterator, you have to provide an implementation for 2 of those: hasNext and next. My problem is that these methods does not declare any exceptions. So if my code inside the iteration process declares exceptions, I must enclose my iteration code inside a try/catch block. My current policy has been to rethrow the exception enclosed in a RuntimeException. But this has issues because the checked exceptions are lost and the client code no longer can catch those exceptions explicitly. How can I work around this limitation in the Iterator class? Here is a sample code for clarity: class MyIterator implements Iterator { @Override public boolean hasNext() { try { return implementation.testForNext(); } catch ( SomethingBadException e ) { throw new RuntimeException(e); } } @Override public boolean next() { try { return implementation.getNext(); } catch ( SomethingBadException e ) { throw new RuntimeException(e); } } ... }

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  • Need help with implementing collision detection using the Separating Axis Theorem

    - by Eddie Ringle
    So, after hours of Googling and reading, I've found that the basic process of detecting a collision using SAT is: for each edge of poly A project A and B onto the normal for this edge if intervals do not overlap, return false end for for each edge of poly B project A and B onto the normal for this edge if intervals do not overlap, return false end for However, as many ways as I try to implement this in code, I just cannot get it to detect the collision. My current code is as follows: for (unsigned int i = 0; i < asteroids.size(); i++) { if (asteroids.valid(i)) { asteroids[i]->Update(); // Player-Asteroid collision detection bool collision = true; SDL_Rect asteroidBox = asteroids[i]->boundingBox; // Bullet-Asteroid collision detection for (unsigned int j = 0; j < player.bullets.size(); j++) { if (player.bullets.valid(j)) { Bullet b = player.bullets[j]; collision = true; if (b.x + (b.w / 2.0f) < asteroidBox.x - (asteroidBox.w / 2.0f)) collision = false; if (b.x - (b.w / 2.0f) > asteroidBox.x + (asteroidBox.w / 2.0f)) collision = false; if (b.y - (b.h / 2.0f) > asteroidBox.y + (asteroidBox.h / 2.0f)) collision = false; if (b.y + (b.h / 2.0f) < asteroidBox.y - (asteroidBox.h / 2.0f)) collision = false; if (collision) { bool realCollision = false; float min1, max1, min2, max2; // Create a list of vertices for the bullet CrissCross::Data::LList<Vector2D *> bullVerts; bullVerts.insert(new Vector2D(b.x - b.w / 2.0f, b.y + b.h / 2.0f)); bullVerts.insert(new Vector2D(b.x - b.w / 2.0f, b.y - b.h / 2.0f)); bullVerts.insert(new Vector2D(b.x + b.w / 2.0f, b.y - b.h / 2.0f)); bullVerts.insert(new Vector2D(b.x + b.w / 2.0f, b.y + b.h / 2.0f)); // Create a list of vectors of the edges of the bullet and the asteroid CrissCross::Data::LList<Vector2D *> bullEdges; CrissCross::Data::LList<Vector2D *> asteroidEdges; for (int k = 0; k < 4; k++) { int n = (k == 3) ? 0 : k + 1; bullEdges.insert(new Vector2D(bullVerts[k]->x - bullVerts[n]->x, bullVerts[k]->y - bullVerts[n]->y)); asteroidEdges.insert(new Vector2D(asteroids[i]->vertices[k]->x - asteroids[i]->vertices[n]->x, asteroids[i]->vertices[k]->y - asteroids[i]->vertices[n]->y)); } for (unsigned int k = 0; k < asteroidEdges.size(); k++) { Vector2D *axis = asteroidEdges[k]->getPerpendicular(); min1 = max1 = axis->dotProduct(asteroids[i]->vertices[0]); for (unsigned int l = 1; l < asteroids[i]->vertices.size(); l++) { float test = axis->dotProduct(asteroids[i]->vertices[l]); min1 = (test < min1) ? test : min1; max1 = (test > max1) ? test : max1; } min2 = max2 = axis->dotProduct(bullVerts[0]); for (unsigned int l = 1; l < bullVerts.size(); l++) { float test = axis->dotProduct(bullVerts[l]); min2 = (test < min2) ? test : min2; max2 = (test > max2) ? test : max2; } delete axis; axis = NULL; if ( (min1 - max2) > 0 || (min2 - max1) > 0 ) { realCollision = false; break; } else { realCollision = true; } } if (realCollision == false) { for (unsigned int k = 0; k < bullEdges.size(); k++) { Vector2D *axis = bullEdges[k]->getPerpendicular(); min1 = max1 = axis->dotProduct(asteroids[i]->vertices[0]); for (unsigned int l = 1; l < asteroids[i]->vertices.size(); l++) { float test = axis->dotProduct(asteroids[i]->vertices[l]); min1 = (test < min1) ? test : min1; max1 = (test > max1) ? test : max1; } min2 = max2 = axis->dotProduct(bullVerts[0]); for (unsigned int l = 1; l < bullVerts.size(); l++) { float test = axis->dotProduct(bullVerts[l]); min2 = (test < min2) ? test : min2; max2 = (test > max2) ? test : max2; } delete axis; axis = NULL; if ( (min1 - max2) > 0 || (min2 - max1) > 0 ) { realCollision = false; break; } else { realCollision = true; } } } if (realCollision) { player.bullets.remove(j); int numAsteroids; float newDegree; srand ( j + asteroidBox.x ); if ( asteroids[i]->degree == 90.0f ) { if ( rand() % 2 == 1 ) { numAsteroids = 3; newDegree = 30.0f; } else { numAsteroids = 2; newDegree = 45.0f; } for ( int k = 0; k < numAsteroids; k++) asteroids.insert(new Asteroid(asteroidBox.x + (10 * k), asteroidBox.y + (10 * k), newDegree)); } delete asteroids[i]; asteroids.remove(i); } while (bullVerts.size()) { delete bullVerts[0]; bullVerts.remove(0); } while (bullEdges.size()) { delete bullEdges[0]; bullEdges.remove(0); } while (asteroidEdges.size()) { delete asteroidEdges[0]; asteroidEdges.remove(0); } } } } } } bullEdges is a list of vectors of the edges of a bullet, asteroidEdges is similar, and bullVerts and asteroids[i].vertices are, obviously, lists of vectors of each vertex for the respective bullet or asteroid. Honestly, I'm not looking for code corrections, just a fresh set of eyes.

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  • Django: Implementing a referral program

    - by Hellnar
    Hello, I have an ecommerce website that works in a classical way: people sign up, buy a product with their CC. It uses the default Django auth system for users and registration and session framework. Now I want to implement a referral system to my system where people can invite other people by giving their referral link (ie mysite.com/referral/123123/ ) and if a person signs up AND buys an item, the inviter gets 5$. How can this the implemented ?

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  • Implementing a configurable factory

    - by Decko
    I'm having difficulties finding out how to implement a 'configurable' behavior in a factory class in PHP. I've got at class, which takes another class as an argument in its constructor. The argument class could take a number of arguments in its constructor. An instance of my main class could look something like this $instance = new MyClass(new OtherClass(20, true)); $instance2 = new MyClass(new DifferentClass('test')); This is rather clumsy and has a number of problems and therefore I would like to move this into a factory class. The problem is that this factory somehow needs to know how to instantiate the argument class, as this class can have any number of arguments in the constructor. Preferably I would like to be able to do something like this $instance = Factory::build('OtherClass'); $instance2 = Factory::build('DifferentClass'); And let the factory retrieve the arguments from a configuration array or similar. Is there a proper solution to this problem?

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  • Problem implementing sorting algorithm in C with an array of structs

    - by dilog
    Well here is my little problem, first my code: struct alumn { char name[100]; char lastname[100]; int par; int nota; }; typedef struct alumn alumn; int bubble(alumn **arr, int length) { int i,j; alumn *temp; for (i=0; i<=length-2; i++) { for (j=i+1; j<=length-1;j++) { if ((*arr)[i].nota > (*arr)[j].nota) { temp = arr[i]; arr[i] = arr[j]; arr[j] = temp; } } } } int main(int argc, char **argv) { alumn *alumns; ... here goes some other code ... bubble(&alumns,totalAlumns); return 0; } My problem is that this algorith is not sorting anything. I'm having a hard time doing the swap, i tried everything but nothing works :( . Any help??? struct alumn { char name[100]; char lastname[100]; int par; int nota; }; typedef struct alumn alumn; int bubble(alumn **arr, int length) { int i,j; alumn *temp; for (i=0; i<=length-2; i++) { for (j=i+1; j<=length-1;j++) { if ((*arr)[i].nota > (*arr)[j].nota) { temp = arr[i]; arr[i] = arr[j]; arr[j] = temp; } } } } int main(int argc, char **argv) { alumn *alumns; ... here goes some other code ... bubble(&alumns,totalAlumns); return 0; } My problem is that this algorith is not sorting anything. I'm having a hard time doing the swap, i tried everything but nothing works :( . Any help???

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