Search Results

Search found 2928 results on 118 pages for 'b dot'.

Page 15/118 | < Previous Page | 11 12 13 14 15 16 17 18 19 20 21 22  | Next Page >

  • Move penetrating OBB out of another OBB to resolve collision

    - by Milo
    I'm working on collision resolution for my game. I just need a good way to get an object out of another object if it gets stuck. In this case a car. Here is a typical scenario. The red car is in the green object. How do I correctly get it out so the car can slide along the edge of the object as it should. I tried: if(buildings.size() > 0) { Entity e = buildings.get(0); Vector2D vel = new Vector2D(); vel.x = vehicle.getVelocity().x; vel.y = vehicle.getVelocity().y; vel.normalize(); while(vehicle.getRect().overlaps(e.getRect())) { vehicle.setCenter(vehicle.getCenterX() - vel.x * 0.1f, vehicle.getCenterY() - vel.y * 0.1f); } colided = true; } But that does not work too well. Is there some sort of vector I could calculate to use as the vector to move the car away from the object? Thanks Here is my OBB2D class: public class OBB2D { // Corners of the box, where 0 is the lower left. private Vector2D corner[] = new Vector2D[4]; private Vector2D center = new Vector2D(); private Vector2D extents = new Vector2D(); private RectF boundingRect = new RectF(); private float angle; //Two edges of the box extended away from corner[0]. private Vector2D axis[] = new Vector2D[2]; private double origin[] = new double[2]; public OBB2D(Vector2D center, float w, float h, float angle) { set(center,w,h,angle); } public OBB2D(float left, float top, float width, float height) { set(new Vector2D(left + (width / 2), top + (height / 2)),width,height,0.0f); } public void set(Vector2D center,float w, float h,float angle) { Vector2D X = new Vector2D( (float)Math.cos(angle), (float)Math.sin(angle)); Vector2D Y = new Vector2D((float)-Math.sin(angle), (float)Math.cos(angle)); X = X.multiply( w / 2); Y = Y.multiply( h / 2); corner[0] = center.subtract(X).subtract(Y); corner[1] = center.add(X).subtract(Y); corner[2] = center.add(X).add(Y); corner[3] = center.subtract(X).add(Y); computeAxes(); extents.x = w / 2; extents.y = h / 2; computeDimensions(center,angle); } private void computeDimensions(Vector2D center,float angle) { this.center.x = center.x; this.center.y = center.y; this.angle = angle; boundingRect.left = Math.min(Math.min(corner[0].x, corner[3].x), Math.min(corner[1].x, corner[2].x)); boundingRect.top = Math.min(Math.min(corner[0].y, corner[1].y),Math.min(corner[2].y, corner[3].y)); boundingRect.right = Math.max(Math.max(corner[1].x, corner[2].x), Math.max(corner[0].x, corner[3].x)); boundingRect.bottom = Math.max(Math.max(corner[2].y, corner[3].y),Math.max(corner[0].y, corner[1].y)); } public void set(RectF rect) { set(new Vector2D(rect.centerX(),rect.centerY()),rect.width(),rect.height(),0.0f); } // Returns true if other overlaps one dimension of this. private boolean overlaps1Way(OBB2D other) { for (int a = 0; a < axis.length; ++a) { double t = other.corner[0].dot(axis[a]); // Find the extent of box 2 on axis a double tMin = t; double tMax = t; for (int c = 1; c < corner.length; ++c) { t = other.corner[c].dot(axis[a]); if (t < tMin) { tMin = t; } else if (t > tMax) { tMax = t; } } // We have to subtract off the origin // See if [tMin, tMax] intersects [0, 1] if ((tMin > 1 + origin[a]) || (tMax < origin[a])) { // There was no intersection along this dimension; // the boxes cannot possibly overlap. return false; } } // There was no dimension along which there is no intersection. // Therefore the boxes overlap. return true; } //Updates the axes after the corners move. Assumes the //corners actually form a rectangle. private void computeAxes() { axis[0] = corner[1].subtract(corner[0]); axis[1] = corner[3].subtract(corner[0]); // Make the length of each axis 1/edge length so we know any // dot product must be less than 1 to fall within the edge. for (int a = 0; a < axis.length; ++a) { axis[a] = axis[a].divide((axis[a].length() * axis[a].length())); origin[a] = corner[0].dot(axis[a]); } } public void moveTo(Vector2D center) { Vector2D centroid = (corner[0].add(corner[1]).add(corner[2]).add(corner[3])).divide(4.0f); Vector2D translation = center.subtract(centroid); for (int c = 0; c < 4; ++c) { corner[c] = corner[c].add(translation); } computeAxes(); computeDimensions(center,angle); } // Returns true if the intersection of the boxes is non-empty. public boolean overlaps(OBB2D other) { if(right() < other.left()) { return false; } if(bottom() < other.top()) { return false; } if(left() > other.right()) { return false; } if(top() > other.bottom()) { return false; } if(other.getAngle() == 0.0f && getAngle() == 0.0f) { return true; } return overlaps1Way(other) && other.overlaps1Way(this); } public Vector2D getCenter() { return center; } public float getWidth() { return extents.x * 2; } public float getHeight() { return extents.y * 2; } public void setAngle(float angle) { set(center,getWidth(),getHeight(),angle); } public float getAngle() { return angle; } public void setSize(float w,float h) { set(center,w,h,angle); } public float left() { return boundingRect.left; } public float right() { return boundingRect.right; } public float bottom() { return boundingRect.bottom; } public float top() { return boundingRect.top; } public RectF getBoundingRect() { return boundingRect; } public boolean overlaps(float left, float top, float right, float bottom) { if(right() < left) { return false; } if(bottom() < top) { return false; } if(left() > right) { return false; } if(top() > bottom) { return false; } return true; } };

    Read the article

  • Finding the normal of OBB face with an OBB penetrating

    - by Milo
    Below is an illustration: I have an OBB in an OBB (see below for OBB2D code if needed). What I need to determine is, what face it is in, and what direction do I point the normal? The goal is to get the OBB out of the OBB so the normal needs to face outward of the OBB. How could I go about: Finding what face the line is penetrating given the 4 corners of the OBB and the class below: if we define dx=x2-x1 and dy=y2-y1, then the normals are (-dy, dx) and (dy, -dx). Which normal points outward of the OBB? Thanks public class OBB2D { // Corners of the box, where 0 is the lower left. private Vector2D corner[] = new Vector2D[4]; private Vector2D center = new Vector2D(); private Vector2D extents = new Vector2D(); private RectF boundingRect = new RectF(); private float angle; //Two edges of the box extended away from corner[0]. private Vector2D axis[] = new Vector2D[2]; private double origin[] = new double[2]; public OBB2D(Vector2D center, float w, float h, float angle) { set(center,w,h,angle); } public OBB2D(float left, float top, float width, float height) { set(new Vector2D(left + (width / 2), top + (height / 2)),width,height,0.0f); } public void set(Vector2D center,float w, float h,float angle) { Vector2D X = new Vector2D( (float)Math.cos(angle), (float)Math.sin(angle)); Vector2D Y = new Vector2D((float)-Math.sin(angle), (float)Math.cos(angle)); X = X.multiply( w / 2); Y = Y.multiply( h / 2); corner[0] = center.subtract(X).subtract(Y); corner[1] = center.add(X).subtract(Y); corner[2] = center.add(X).add(Y); corner[3] = center.subtract(X).add(Y); computeAxes(); extents.x = w / 2; extents.y = h / 2; computeDimensions(center,angle); } private void computeDimensions(Vector2D center,float angle) { this.center.x = center.x; this.center.y = center.y; this.angle = angle; boundingRect.left = Math.min(Math.min(corner[0].x, corner[3].x), Math.min(corner[1].x, corner[2].x)); boundingRect.top = Math.min(Math.min(corner[0].y, corner[1].y),Math.min(corner[2].y, corner[3].y)); boundingRect.right = Math.max(Math.max(corner[1].x, corner[2].x), Math.max(corner[0].x, corner[3].x)); boundingRect.bottom = Math.max(Math.max(corner[2].y, corner[3].y),Math.max(corner[0].y, corner[1].y)); } public void set(RectF rect) { set(new Vector2D(rect.centerX(),rect.centerY()),rect.width(),rect.height(),0.0f); } // Returns true if other overlaps one dimension of this. private boolean overlaps1Way(OBB2D other) { for (int a = 0; a < axis.length; ++a) { double t = other.corner[0].dot(axis[a]); // Find the extent of box 2 on axis a double tMin = t; double tMax = t; for (int c = 1; c < corner.length; ++c) { t = other.corner[c].dot(axis[a]); if (t < tMin) { tMin = t; } else if (t > tMax) { tMax = t; } } // We have to subtract off the origin // See if [tMin, tMax] intersects [0, 1] if ((tMin > 1 + origin[a]) || (tMax < origin[a])) { // There was no intersection along this dimension; // the boxes cannot possibly overlap. return false; } } // There was no dimension along which there is no intersection. // Therefore the boxes overlap. return true; } //Updates the axes after the corners move. Assumes the //corners actually form a rectangle. private void computeAxes() { axis[0] = corner[1].subtract(corner[0]); axis[1] = corner[3].subtract(corner[0]); // Make the length of each axis 1/edge length so we know any // dot product must be less than 1 to fall within the edge. for (int a = 0; a < axis.length; ++a) { axis[a] = axis[a].divide((axis[a].length() * axis[a].length())); origin[a] = corner[0].dot(axis[a]); } } public void moveTo(Vector2D center) { Vector2D centroid = (corner[0].add(corner[1]).add(corner[2]).add(corner[3])).divide(4.0f); Vector2D translation = center.subtract(centroid); for (int c = 0; c < 4; ++c) { corner[c] = corner[c].add(translation); } computeAxes(); computeDimensions(center,angle); } // Returns true if the intersection of the boxes is non-empty. public boolean overlaps(OBB2D other) { if(right() < other.left()) { return false; } if(bottom() < other.top()) { return false; } if(left() > other.right()) { return false; } if(top() > other.bottom()) { return false; } if(other.getAngle() == 0.0f && getAngle() == 0.0f) { return true; } return overlaps1Way(other) && other.overlaps1Way(this); } public Vector2D getCenter() { return center; } public float getWidth() { return extents.x * 2; } public float getHeight() { return extents.y * 2; } public void setAngle(float angle) { set(center,getWidth(),getHeight(),angle); } public float getAngle() { return angle; } public void setSize(float w,float h) { set(center,w,h,angle); } public float left() { return boundingRect.left; } public float right() { return boundingRect.right; } public float bottom() { return boundingRect.bottom; } public float top() { return boundingRect.top; } public RectF getBoundingRect() { return boundingRect; } public boolean overlaps(float left, float top, float right, float bottom) { if(right() < left) { return false; } if(bottom() < top) { return false; } if(left() > right) { return false; } if(top() > bottom) { return false; } return true; } };

    Read the article

  • CodePlex Daily Summary for Wednesday, May 19, 2010

    CodePlex Daily Summary for Wednesday, May 19, 2010New Projects3FD - Framework For Fast Development: This is a C++ framework that provides a solid error handling structure, garbage collection, multi-threading and portability between compilers. The ...ali test project: test projectAttribute Builder: The Attribute Builder builds an attribute from a lambda expression because it can.BDK0008: it is a food lovers websitecgdigest: cg digest template for non-profit orgCokmez: Bilmuh cokmez duyuru sistemiDot Game: It is a dot game that our Bangladeshi people used to play at their childhood time and their last time when they are poor for working.ESRI Javascript .NET Integration: Visual Studio project that shows how to integrate the Esri Javascript API with .NET Exchange 2010 RBAC Editor (RBAC GUI): Exchange 2010 RBAC Editor (RBAC GUI) Developed in C# and using Powershell behind the scenes RBAC tool to simplfy RBAC administrationFile Validator (Validador de Archivos): Componente que permite realizar la validación de archivos (txt, imagenes, PDF, etc) actualmente solo tiene implementado la parte de los txt, permit...Grip 09 Lab4: GripjPageFlipper: This is a wonderful implementation of page flipper entirely based on HTML 5 <canvas> tag. It means that it can work in any browser that supports HT...Main project: Index bird families and associated species. Malware Analysis and Can Handler: MACH is a tool to organize and catalog your malware analysis canned responses, and to track the topic response lifecycle for forum experts.Perf Web: Performance team web sitePiPiBugNet: PiPiBugNet是一套全新的开源Bug管理系统。 PiPiBugNet代码基于ASP.NET 2.0平台开发,编程语言为C#。 PiPiBugNet界面基于Ext JS设计,提供了极佳的用户体验。RemoteDesktop: integrated remote console, desktop and chat utilityRuneScape emulation done right.: RuneScape emulator.Sandkasten: SandkastenSilverlight Metro Theme: Metro Theme for Silverlight.Silverlight Stereoscopy: Stereoscopy with Silverlight.Twitivia: Twitivia is an online trivia service that runs through twitter and is being used as an example set of projects. C#, MVC, Windows Services, Linq ...XPool: A simple school project.New ReleasesDot Game: 'Dot Game' first release: Dot Game first release This is the 'Dot Game' first release.DotNetNuke® Store: 02.01.35: What's New in this release? Bugs corrected: - Fixed a resource for the header in the Category list of the Store Admin module. - Added several test...ESRI Javascript .NET Integration: Map search results in a DataView: Visual Studio 2010 example showing how to pass Map results back to ASP.NET for use in a DataView.Exchange 2010 RBAC Editor (RBAC GUI): RBAC Editor: This binary is still beta (0.0.9.1) but in most case it's very stableExtending C# editor - Outlining, classification: first revision: a couple of bug has been eliminated, performance improvementFloe IRC Client: Floe IRC Client 2010-05 R6: Corrected bug where text would be unexpectedly copied to the clipboard.Floe IRC Client: Floe IRC Client 2010-05 R7: - Fixed bug where text would show up in a query window with someone if they said something on a channel that you are both present on.Free Silverlight & WPF Chart Control - Visifire: Visifire SL and WPF Charts v3.0.9 GA released: Hi, Today we have released the final version of Visifire v3.0.9 which contains the following enhancements: * Two new properties ActualAxisMin...Free Silverlight & WPF Chart Control - Visifire: Visifire SL and WPF Charts v3.5.2 GA Released: Hi, Today we have released the final version of Visifire v3.5.2 which contains the following enhancements: Two new properties ActualAxisMinimum a...HB Batch Encoder Mk 2: HB Batch Encoder Mk2 v1.02: Added .mov support.jPageFlipper: jPageFlipper 0.9: This is an initial community preview of jPageFlipper. It's not ready for production usage but has almost all functionality implemented.linq.js - LINQ for JavaScript: ver 2.1.0.0: Add Class Dictionary Lookup Grouping OrderedEnumerable Add Method ToDictionary MemoizeAll Share Let Add Overload ...Microsoft Research Biology Extension for Excel: MSR Biology Extension for Excel - M9: M9 Release includes the following updates to the previous release: > Import / Export support from Excel for multiple file formats > Bug fixes and ...Nifty CSharp Tools: Event Watcher: Event Watcher!Paint.NET Bulk Image Processor: Paint.NET Bulk Image Processor v1.0: This is the initial release of the Paint.NET Bulk Image processor plugin. All feedback is welcome.PiPiBugNet: PiPiBugNet架构设计: PiPiBugNet架构设计,未包含功能实现RuneScape emulation done right.: rc0: Release cantidate 0.Rx Contrib: V1.6: Adding CCR queue as adapter for the ReactiveQueue credits goes to Yuval Mazor http://blogs.microsoft.co.il/blogs/yuvmaz/Silverlight Metro Theme: Silverlight Metro Theme Alpha 1: Silverlight Metro Theme Alpha 1Silverlight Stereoscopy: Silverlight Stereoscopy Alpha 1: Silverlight Stereoscopy Alpha 20100518Stratosphere: Stratosphere 1.0.6.0: Introduced support for batch put Introduced Support for conditional updates and consistent read Added support for select conditions Brought t...VCC: Latest build, v2.1.30518.0: Automatic drop of latest buildVideo Downloader: Example Program - 1.1: Example Program showing the features of the DLL and what can be achieved using it. For DLL Version 1.1.Video Downloader: Version 1.1: Version 1.1 See Home Page for usage and more information regarding new features. Please remember changes at You-Tube can prevent this software from...WatchersNET.TagCloud: WatchersNET.TagCloud 01.06.00: Whats New New Tag Mode: Show Tags from Ventrian.com NewsArticles Module New Tag Mode: Show Tags from Ventrian.com SimpleGallery Module Hyperlin...Windows Double Explorer: WDE v0.4: -optimization -switch to new vst2010 -viewer close now by pressing escape -reorder tabs -send selected fullname or shortnames via email (eye button...Most Popular ProjectsRawrWBFS ManagerAJAX Control ToolkitMicrosoft SQL Server Product Samples: DatabaseSilverlight ToolkitWindows Presentation Foundation (WPF)patterns & practices – Enterprise LibraryMicrosoft SQL Server Community & SamplesPHPExcelASP.NETMost Active Projectspatterns & practices – Enterprise LibraryRawrPHPExcelGMap.NET - Great Maps for Windows Forms & PresentationCustomer Portal Accelerator for Microsoft Dynamics CRMBlogEngine.NETWindows Azure Command-line Tools for PHP DevelopersCassiniDev - Cassini 3.5/4.0 Developers EditionSQL Server PowerShell ExtensionsFluent Ribbon Control Suite

    Read the article

  • 3D Ball Physics Theory: collision response on ground and against walls?

    - by David
    I'm really struggling to get a strong grasp on how I should be handling collision response in a game engine I'm building around a 3D ball physics concept. Think Monkey Ball as an example of the type of gameplay. I am currently using sphere-to-sphere broad phase, then AABB to OBB testing (the final test I am using right now is one that checks if one of the 8 OBB points crosses the planes of the object it is testing against). This seems to work pretty well, and I am getting back: Plane that object is colliding against (with a point on the plane, the plane's normal, and the exact point of intersection. I've tried what feels like dozens of different high-level strategies for handling these collisions, without any real success. I think my biggest problem is understanding how to handle collisions against walls in the x-y axes (left/right, front/back), which I want to have elasticity, and the ground (z-axis) where I want an elastic reaction if the ball drops down, but then for it to eventually normalize and be kept "on the ground" (not go into the ground, but also not continue bouncing). Without kluging something together, I'm positive there is a good way to handle this, my theories just aren't getting me all the way there. For physics modeling and movement, I am trying to use a Euler based setup with each object maintaining a position (and destination position prior to collision detection), a velocity (which is added onto the position to determine the destination position), and an acceleration (which I use to store any player input being put on the ball, as well as gravity in the z coord). Starting from when I detect a collision, what is a good way to approach the response to get the expected behavior in all cases? Thanks in advance to anyone taking the time to assist... I am grateful for any pointers, and happy to post any additional info or code if it is useful. UPDATE Based on Steve H's and eBusiness' responses below, I have adapted my collision response to what makes a lot more sense now. It was close to right before, but I didn't have all the right pieces together at the right time! I have one problem left to solve, and that is what is causing the floor collision to hit every frame. Here's the collision response code I have now for the ball, then I'll describe the last bit I'm still struggling to understand. // if we are moving in the direction of the plane (against the normal)... if (m_velocity.dot(intersection.plane.normal) <= 0.0f) { float dampeningForce = 1.8f; // eventually create this value based on mass and acceleration // Calculate the projection velocity PVRTVec3 actingVelocity = m_velocity.project(intersection.plane.normal); m_velocity -= actingVelocity * dampeningForce; } // Clamp z-velocity to zero if we are within a certain threshold // -- NOTE: this was an experimental idea I had to solve the "jitter" bug I'll describe below float diff = 0.2f - abs(m_velocity.z); if (diff > 0.0f && diff <= 0.2f) { m_velocity.z = 0.0f; } // Take this object to its new destination position based on... // -- our pre-collision position + vector to the collision point + our new velocity after collision * time // -- remaining after the collision to finish the movement m_destPosition = m_position + intersection.diff + (m_velocity * intersection.tRemaining * GAMESTATE->dt); The above snippet is run after a collision is detected on the ball (collider) with a collidee (floor in this case). With a dampening force of 1.8f, the ball's reflected "upward" velocity will eventually be overcome by gravity, so the ball will essentially be stuck on the floor. THIS is the problem I have now... the collision code is running every frame (since the ball's z-velocity is constantly pushing it a collision with the floor below it). The ball is not technically stuck, I can move it around still, but the movement is really goofy because the velocity and position keep getting affected adversely by the above snippet. I was experimenting with an idea to clamp the z-velocity to zero if it was "close to zero", but this didn't do what I think... probably because the very next frame the ball gets a new gravity acceleration applied to its velocity regardless (which I think is good, right?). Collisions with walls are as they used to be and work very well. It's just this last bit of "stickiness" to deal with. The camera is constantly jittering up and down by extremely small fractions too when the ball is "at rest". I'll keep playing with it... I like puzzles like this, especially when I think I'm close. Any final ideas on what I could be doing wrong here? UPDATE 2 Good news - I discovered I should be subtracting the intersection.diff from the m_position (position prior to collision). The intersection.diff is my calculation of the difference in the vector of position to destPosition from the intersection point to the position. In this case, adding it was causing my ball to always go "up" just a little bit, causing the jitter. By subtracting it, and moving that clamper for the velocity.z when close to zero to being above the dot product (and changing the test from <= 0 to < 0), I now have the following: // Clamp z-velocity to zero if we are within a certain threshold float diff = 0.2f - abs(m_velocity.z); if (diff > 0.0f && diff <= 0.2f) { m_velocity.z = 0.0f; } // if we are moving in the direction of the plane (against the normal)... float dotprod = m_velocity.dot(intersection.plane.normal); if (dotprod < 0.0f) { float dampeningForce = 1.8f; // eventually create this value based on mass and acceleration? // Calculate the projection velocity PVRTVec3 actingVelocity = m_velocity.project(intersection.plane.normal); m_velocity -= actingVelocity * dampeningForce; } // Take this object to its new destination position based on... // -- our pre-collision position + vector to the collision point + our new velocity after collision * time // -- remaining after the collision to finish the movement m_destPosition = m_position - intersection.diff + (m_velocity * intersection.tRemaining * GAMESTATE->dt); UpdateWorldMatrix(m_destWorldMatrix, m_destOBB, m_destPosition, false); This is MUCH better. No jitter, and the ball now "rests" at the floor, while still bouncing off the floor and walls. The ONLY thing left is that the ball is now virtually "stuck". He can move but at a much slower rate, likely because the else of my dot product test is only letting the ball move at a rate multiplied against the tRemaining... I think this is a better solution than I had previously, but still somehow not the right idea. BTW, I'm trying to journal my progress through this problem for anyone else with a similar situation - hopefully it will serve as some help, as many similar posts have for me over the years.

    Read the article

  • Light following me around the room. Something is wrong with my shader!

    - by Robinson
    I'm trying to do a spot (Blinn) light, with falloff and attenuation. It seems to be working OK except I have a bit of a space problem. That is, whenever I move the camera the light moves to maintain the same relative position, rather than changing with the camera. This results in the light moving around, i.e. not always falling on the same surfaces. It's as if there's a flashlight attached to the camera. I'm transforming the lights beforehand into view space, so Light_Position and Light_Direction are already in eye space (I hope!). I made a little movie of what it looks like here: My camera rotating around a point inside a box. The light is fixed in the centre up and its "look at" point in a fixed position in front of it. As you can see, as the camera rotates around the origin (always looking at the centre), so don't think the box is rotating (!). The lighting follows it around. To start, some code. This is how I'm transforming the light into view space (it gets passed into the shader already in view space): // Compute eye-space light position. Math::Vector3d eyeSpacePosition = MyCamera->ViewMatrix() * MyLightPosition; MyShaderVariables->Set(MyLightPositionIndex, eyeSpacePosition); // Compute eye-space light direction vector. Math::Vector3d eyeSpaceDirection = Math::Unit(MyLightLookAt - MyLightPosition); MyCamera->ViewMatrixInverseTranspose().TransformNormal(eyeSpaceDirection); MyShaderVariables->Set(MyLightDirectionIndex, eyeSpaceDirection); Can anyone give me a clue as to what I'm doing wrong here? I think the light should remain looking at a fixed point on the box, regardless of the camera orientation. Here are the vertex and pixel shaders: /////////////////////////////////////////////////// // Vertex Shader /////////////////////////////////////////////////// #version 420 /////////////////////////////////////////////////// // Uniform Buffer Structures /////////////////////////////////////////////////// // Camera. layout (std140) uniform Camera { mat4 Camera_View; mat4 Camera_ViewInverseTranspose; mat4 Camera_Projection; }; // Matrices per model. layout (std140) uniform Model { mat4 Model_World; mat4 Model_WorldView; mat4 Model_WorldViewInverseTranspose; mat4 Model_WorldViewProjection; }; // Spotlight. layout (std140) uniform OmniLight { float Light_Intensity; vec3 Light_Position; vec3 Light_Direction; vec4 Light_Ambient_Colour; vec4 Light_Diffuse_Colour; vec4 Light_Specular_Colour; float Light_Attenuation_Min; float Light_Attenuation_Max; float Light_Cone_Min; float Light_Cone_Max; }; /////////////////////////////////////////////////// // Streams (per vertex) /////////////////////////////////////////////////// layout(location = 0) in vec3 attrib_Position; layout(location = 1) in vec3 attrib_Normal; layout(location = 2) in vec3 attrib_Tangent; layout(location = 3) in vec3 attrib_BiNormal; layout(location = 4) in vec2 attrib_Texture; /////////////////////////////////////////////////// // Output streams (per vertex) /////////////////////////////////////////////////// out vec3 attrib_Fragment_Normal; out vec4 attrib_Fragment_Position; out vec2 attrib_Fragment_Texture; out vec3 attrib_Fragment_Light; out vec3 attrib_Fragment_Eye; /////////////////////////////////////////////////// // Main /////////////////////////////////////////////////// void main() { // Transform normal into eye space attrib_Fragment_Normal = (Model_WorldViewInverseTranspose * vec4(attrib_Normal, 0.0)).xyz; // Transform vertex into eye space (world * view * vertex = eye) vec4 position = Model_WorldView * vec4(attrib_Position, 1.0); // Compute vector from eye space vertex to light (light is in eye space already) attrib_Fragment_Light = Light_Position - position.xyz; // Compute vector from the vertex to the eye (which is now at the origin). attrib_Fragment_Eye = -position.xyz; // Output texture coord. attrib_Fragment_Texture = attrib_Texture; // Compute vertex position by applying camera projection. gl_Position = Camera_Projection * position; } and the pixel shader: /////////////////////////////////////////////////// // Pixel Shader /////////////////////////////////////////////////// #version 420 /////////////////////////////////////////////////// // Samplers /////////////////////////////////////////////////// uniform sampler2D Map_Diffuse; /////////////////////////////////////////////////// // Global Uniforms /////////////////////////////////////////////////// // Material. layout (std140) uniform Material { vec4 Material_Ambient_Colour; vec4 Material_Diffuse_Colour; vec4 Material_Specular_Colour; vec4 Material_Emissive_Colour; float Material_Shininess; float Material_Strength; }; // Spotlight. layout (std140) uniform OmniLight { float Light_Intensity; vec3 Light_Position; vec3 Light_Direction; vec4 Light_Ambient_Colour; vec4 Light_Diffuse_Colour; vec4 Light_Specular_Colour; float Light_Attenuation_Min; float Light_Attenuation_Max; float Light_Cone_Min; float Light_Cone_Max; }; /////////////////////////////////////////////////// // Input streams (per vertex) /////////////////////////////////////////////////// in vec3 attrib_Fragment_Normal; in vec3 attrib_Fragment_Position; in vec2 attrib_Fragment_Texture; in vec3 attrib_Fragment_Light; in vec3 attrib_Fragment_Eye; /////////////////////////////////////////////////// // Result /////////////////////////////////////////////////// out vec4 Out_Colour; /////////////////////////////////////////////////// // Main /////////////////////////////////////////////////// void main(void) { // Compute N dot L. vec3 N = normalize(attrib_Fragment_Normal); vec3 L = normalize(attrib_Fragment_Light); vec3 E = normalize(attrib_Fragment_Eye); vec3 H = normalize(L + E); float NdotL = clamp(dot(L,N), 0.0, 1.0); float NdotH = clamp(dot(N,H), 0.0, 1.0); // Compute ambient term. vec4 ambient = Material_Ambient_Colour * Light_Ambient_Colour; // Diffuse. vec4 diffuse = texture2D(Map_Diffuse, attrib_Fragment_Texture) * Light_Diffuse_Colour * Material_Diffuse_Colour * NdotL; // Specular. float specularIntensity = pow(NdotH, Material_Shininess) * Material_Strength; vec4 specular = Light_Specular_Colour * Material_Specular_Colour * specularIntensity; // Light attenuation (so we don't have to use 1 - x, we step between Max and Min). float d = length(-attrib_Fragment_Light); float attenuation = smoothstep(Light_Attenuation_Max, Light_Attenuation_Min, d); // Adjust attenuation based on light cone. float LdotS = dot(-L, Light_Direction), CosI = Light_Cone_Min - Light_Cone_Max; attenuation *= clamp((LdotS - Light_Cone_Max) / CosI, 0.0, 1.0); // Final colour. Out_Colour = (ambient + diffuse + specular) * Light_Intensity * attenuation; }

    Read the article

  • How to Draw Lines on the Screen

    - by Geertjan
    I've seen occasional questions on mailing lists about how to use the NetBeans Visual Library to draw lines, e.g., to make graphs or diagrams of various kinds by drawing on the screen. So, rather than drag/drop causing widgets to be added, you'd want widgets to be added on mouse clicks, and you'd want to be able to connect those widgets together somehow. Via the code below, you'll be able to click on the screen, which causes a dot to appear. When you have multiple dots, you can hold down the Ctrl key and connect them together. A guiding line appears to help you position the dots exactly in line with each other. When you go to File | Print, you'll be able to preview and print the diagram you've created. A picture that speaks 1000 words: Here's the code: public final class PlotterTopComponent extends TopComponent { private final Scene scene; private final LayerWidget baseLayer; private final LayerWidget connectionLayer; private final LayerWidget interactionLayer; public PlotterTopComponent() { initComponents(); setName(Bundle.CTL_PlotterTopComponent()); setToolTipText(Bundle.HINT_PlotterTopComponent()); setLayout(new BorderLayout()); this.scene = new Scene(); this.baseLayer = new LayerWidget(scene); this.interactionLayer = new LayerWidget(scene); this.connectionLayer = new LayerWidget(scene); scene.getActions().addAction(new SceneCreateAction()); scene.addChild(baseLayer); scene.addChild(interactionLayer); scene.addChild(connectionLayer); add(scene.createView(), BorderLayout.CENTER); putClientProperty("print.printable", true); } private class SceneCreateAction extends WidgetAction.Adapter { @Override public WidgetAction.State mousePressed(Widget widget, WidgetAction.WidgetMouseEvent event) { if (event.getClickCount() == 1) { if (event.getButton() == MouseEvent.BUTTON1 || event.getButton() == MouseEvent.BUTTON2) { baseLayer.addChild(new BlackDotWidget(scene, widget, event)); repaint(); return WidgetAction.State.CONSUMED; } } return WidgetAction.State.REJECTED; } } private class BlackDotWidget extends ImageWidget { public BlackDotWidget(Scene scene, Widget widget, WidgetAction.WidgetMouseEvent event) { super(scene); setImage(ImageUtilities.loadImage("org/netbeans/plotter/blackdot.gif")); setPreferredLocation(widget.convertLocalToScene(event.getPoint())); getActions().addAction( ActionFactory.createExtendedConnectAction( connectionLayer, new BlackDotConnectProvider())); getActions().addAction( ActionFactory.createAlignWithMoveAction( baseLayer, interactionLayer, ActionFactory.createDefaultAlignWithMoveDecorator())); } } private class BlackDotConnectProvider implements ConnectProvider { @Override public boolean isSourceWidget(Widget source) { return source instanceof BlackDotWidget && source != null ? true : false; } @Override public ConnectorState isTargetWidget(Widget src, Widget trg) { return src != trg && trg instanceof BlackDotWidget ? ConnectorState.ACCEPT : ConnectorState.REJECT; } @Override public boolean hasCustomTargetWidgetResolver(Scene arg0) { return false; } @Override public Widget resolveTargetWidget(Scene arg0, Point arg1) { return null; } @Override public void createConnection(Widget source, Widget target) { ConnectionWidget conn = new ConnectionWidget(scene); conn.setTargetAnchor(AnchorFactory.createCircularAnchor(target, 10)); conn.setSourceAnchor(AnchorFactory.createCircularAnchor(source, 10)); connectionLayer.addChild(conn); } } ... ... ... Note: The code above was written based on the Visual Library tutorials on the NetBeans Platform Learning Trail, in particular via the "ConnectScene" sample in the "test.connect" package, which is part of the very long list of Visual Library samples referred to in the Visual Library tutorials on the NetBeans Platform Learning Trail. The next steps are to add a reconnect action and an action to delete a dot by double-clicking on it. Would be interesting to change the connecting line so that the length of the line were to be shown, i.e., as you draw a line from one dot to another, you'd see a constantly changing number representing the current distance of the connecting line. Also, once lines are connected to form a rectangle, would be cool to be able to write something within that rectangle. Then one could really create diagrams, which would be pretty cool.

    Read the article

  • Incorrect lighting results with deferred rendering

    - by Lasse
    I am trying to render a light-pass to a texture which I will later apply on the scene. But I seem to calculate the light position wrong. I am working on view-space. In the image above, I am outputting the attenuation of a point light which is currently covering the whole screen. The light is at 0,10,0 position, and I transform it to view-space first: Vector4 pos; Vector4 tmp = new Vector4 (light.Position, 1); // Transform light position for shader Vector4.Transform (ref tmp, ref Camera.ViewMatrix, out pos); shader.SendUniform ("LightViewPosition", ref pos); Now to me that does not look as it should. What I think it should look like is that the white area should be on the center of the scene. The camera is at the corner of the scene, and it seems as if the light would move along with the camera. Here's the fragment shader code: void main(){ // default black color vec3 color = vec3(0); // Pixel coordinates on screen without depth vec2 PixelCoordinates = gl_FragCoord.xy / ScreenSize; // Get pixel position using depth from texture vec4 depthtexel = texture( DepthTexture, PixelCoordinates ); float depthSample = unpack_depth(depthtexel); // Get pixel coordinates on camera-space by multiplying the // coordinate on screen-space by inverse projection matrix vec4 world = (ImP * RemapMatrix * vec4(PixelCoordinates, depthSample, 1.0)); // Undo the perspective calculations vec3 pixelPosition = (world.xyz / world.w) * 3; // How far the light should reach from it's point of origin float lightReach = LightColor.a / 2; // Vector in between light and pixel vec3 lightDir = (LightViewPosition.xyz - pixelPosition); float lightDistance = length(lightDir); vec3 lightDirN = normalize(lightDir); // Discard pixels too far from light source //if(lightReach < lightDistance) discard; // Get normal from texture vec3 normal = normalize((texture( NormalTexture, PixelCoordinates ).xyz * 2) - 1); // Half vector between the light direction and eye, used for specular component vec3 halfVector = normalize(lightDirN + normalize(-pixelPosition)); // Dot product of normal and light direction float NdotL = dot(normal, lightDirN); float attenuation = pow(lightReach / lightDistance, LightFalloff); // If pixel is lit by the light if(NdotL > 0) { // I have moved stuff from here to above so I can debug them. // Diffuse light color color += LightColor.rgb * NdotL * attenuation; // Specular light color color += LightColor.xyz * pow(max(dot(halfVector, normal), 0.0), 4.0) * attenuation; } RT0 = vec4(color, 1); //RT0 = vec4(pixelPosition, 1); //RT0 = vec4(depthSample, depthSample, depthSample, 1); //RT0 = vec4(NdotL, NdotL, NdotL, 1); RT0 = vec4(attenuation, attenuation, attenuation, 1); //RT0 = vec4(lightReach, lightReach, lightReach, 1); //RT0 = depthtexel; //RT0 = 100 / vec4(lightDistance, lightDistance, lightDistance, 1); //RT0 = vec4(lightDirN, 1); //RT0 = vec4(halfVector, 1); //RT0 = vec4(LightColor.xyz,1); //RT0 = vec4(LightViewPosition.xyz/100, 1); //RT0 = vec4(LightPosition.xyz, 1); //RT0 = vec4(normal,1); } What am I doing wrong here?

    Read the article

  • Circle-Line Collision Detection Problem

    - by jazzdawg
    I am currently developing a breakout clone and I have hit a roadblock in getting collision detection between a ball (circle) and a brick (convex polygon) working correctly. I am using a Circle-Line collision detection test where each line represents and edge on the convex polygon brick. For the majority of the time the Circle-Line test works properly and the points of collision are resolved correctly. Collision detection working correctly. However, occasionally my collision detection code returns false due to a negative discriminant when the ball is actually intersecting the brick. Collision detection failing. I am aware of the inefficiency with this method and I am using axis aligned bounding boxes to cut down on the number of bricks tested. My main concern is if there are any mathematical bugs in my code below. /* * from and to are points at the start and end of the convex polygons edge. * This function is called for every edge in the convex polygon until a * collision is detected. */ bool circleLineCollision(Vec2f from, Vec2f to) { Vec2f lFrom, lTo, lLine; Vec2f line, normal; Vec2f intersectPt1, intersectPt2; float a, b, c, disc, sqrt_disc, u, v, nn, vn; bool one = false, two = false; // set line vectors lFrom = from - ball.circle.centre; // localised lTo = to - ball.circle.centre; // localised lLine = lFrom - lTo; // localised line = from - to; // calculate a, b & c values a = lLine.dot(lLine); b = 2 * (lLine.dot(lFrom)); c = (lFrom.dot(lFrom)) - (ball.circle.radius * ball.circle.radius); // discriminant disc = (b * b) - (4 * a * c); if (disc < 0.0f) { // no intersections return false; } else if (disc == 0.0f) { // one intersection u = -b / (2 * a); intersectPt1 = from + (lLine.scale(u)); one = pointOnLine(intersectPt1, from, to); if (!one) return false; return true; } else { // two intersections sqrt_disc = sqrt(disc); u = (-b + sqrt_disc) / (2 * a); v = (-b - sqrt_disc) / (2 * a); intersectPt1 = from + (lLine.scale(u)); intersectPt2 = from + (lLine.scale(v)); one = pointOnLine(intersectPt1, from, to); two = pointOnLine(intersectPt2, from, to); if (!one && !two) return false; return true; } } bool pointOnLine(Vec2f p, Vec2f from, Vec2f to) { if (p.x >= min(from.x, to.x) && p.x <= max(from.x, to.x) && p.y >= min(from.y, to.y) && p.y <= max(from.y, to.y)) return true; return false; }

    Read the article

  • Why does Graphviz fail on gvLayout?

    - by David Brown
    Once again, here I am writing C without really knowing what I'm doing... I've slapped together a simple function that I can call from a C# program that takes a DOT string, an output format, and a file name and renders a graph using Graphviz. #include "types.h" #include "graph.h" #include "gvc.h" #define FUNC_EXPORT __declspec(dllexport) // Return codes #define GVUTIL_SUCCESS 0 #define GVUTIL_ERROR_GVC 1 #define GVUTIL_ERROR_DOT 2 #define GVUTIL_ERROR_LAYOUT 3 #define GVUTIL_ERROR_RENDER 4 FUNC_EXPORT int RenderDot(char * dotData, const char * format, const char * fileName) { Agraph_t * g; // The graph GVC_t * gvc; // The Graphviz context int result; // Result of layout and render operations // Create a new graphviz context gvc = gvContext(); if (!gvc) return GVUTIL_ERROR_GVC; // Read the DOT data into the graph g = agmemread(dotData); if (!g) return GVUTIL_ERROR_DOT; // Layout the graph result = gvLayout(gvc, g, "dot"); if (result) return GVUTIL_ERROR_LAYOUT; // Render the graph result = gvRenderFilename(gvc, g, format, fileName); if (result) return GVUTIL_ERROR_RENDER; // Free the layout gvFreeLayout(gvc, g); // Close the graph agclose(g); // Free the graphviz context gvFreeContext(gvc); return GVUTIL_SUCCESS; } It compiles fine, but when I call it, I get GVUTIL_ERROR_LAYOUT. At first, I thought it might have been how I was declaring my P/Invoke signature, so I tested it from a C program instead, but it still failed in the same way. RenderDot("digraph graphname { a -> b -> c; }", "png", "C:\testgraph.png"); Did I miss something? EDIT If there's a chance it has to do with how I'm compiling the code, here's the command I'm using: cl gvutil.c /I "C:\Program Files (x86)\Graphviz2.26\include\graphviz" /LD /link /LIBPATH:"C:\Program Files (x86)\Graphviz2.26\lib\release" gvc.lib graph.lib cdt.lib pathplan.lib I've been following this tutorial that explains how to use Graphviz as a library, so I linked to the .lib files that it listed.

    Read the article

  • antlr grammar multiple alternatives

    - by joe
    I have this simple grammar for a C# like syntax. I can't figure out any way to separate fields and methods. All the examples I've seen for parsing C# combine fields and methods in the same rule. I would like to split them up as my synatx is pretty simple. grammar test; options { language =CSharp2; k = 3; output = AST; } SEMI : ';' ; LCURLY : '{' ; RCURLY : '}' ; LPAREN : '(' ; RPAREN : ')' ; DOT :'.'; IDENTIFIER : ( 'a'..'z' | 'A'..'Z' | '_' ) ( 'a'..'z' | 'A'..'Z' | '_' | '0'..'9' )* ; namespaceName : IDENTIFIER (DOT IDENTIFIER)* ; classDecl : 'class' IDENTIFIER LCURLY (fieldDecl | methodDecl)* RCURLY ; fieldDecl : namespaceName IDENTIFIER SEMI; methodDecl : namespaceName IDENTIFIER LPAREN RPAREN SEMI; I always end up wit this warning Decision can match input such as "IDENTIFIER DOT IDENTIFIER" using multiple alternatives: 1, 2

    Read the article

  • Finding intersection of two spheres

    - by Onkar Deshpande
    Hi, Consider the following problem - I am given 2 links of length L0 and L1. P0 is the point that the first link starts at and P1 is the point that I want the end of second link to be at in 3-D space. I am supposed to write a function that should take in these 3-D points (P0 and P1) as inputs and should find all configurations of the links that put the second link's end point at P1. My understanding of how to go about it is - Each link L0 and L1 will create a sphere S0 and S1 around itself. I should find out the intersection of those two spheres (which will be a circle) and print all points that are on the circumference of that circle. I saw gmatt's first reply on the http://stackoverflow.com/questions/1406375/finding-intersection-points-between-3-spheres but could not understand it properly since the images did not show up. I also saw a formula for finding out the intersection at mathworld[dot]wolfram[dot]com/Sphere-SphereIntersection[dot]html . I could find the radius of intersection by the method given on mathworld. Also I can find the center of that circle and then use the parametric equation of circle to find the points. The only doubt that I have is will this method work for the points P0 and P1 mentioned above ? Please comment and let me know your thoughts.

    Read the article

  • Images in Applet not showing in web page

    - by Leanne C
    I am trying to display a JPEG image and a moving dot on a Java applet which I am using on a web based application. However, when I run the applet it works fine, but when I display the applet from the JSP page, I get the moving dot but not the JPEG image. Is there a specific folder where the JPEG needs to be? These are the 2 methods i use for drawing the picture and the moving dot on the screen. public class mapplet extends Applet implements Runnable { int x_pos = 10; int y_pos = 100; int radius = 20; Image img, img2; Graphics gr; URL base; MediaTracker m; @Override public void init() { mt = new MediaTracker(this); try { //getDocumentbase gets the applet path. base = getCodeBase(); img = getImage(base, "picture.jpg"); m.addImage(img, 1); m.waitForAll(); } catch (InterruptedException ex) { Logger.getLogger(movement.class.getName()).log(Level.SEVERE, null, ex); } public void paint (Graphics g) { g.drawImage(img, 0, 0, this); // set color g.setColor (Color.red); // paint a filled colored circle g.fillOval (x_pos - radius, y_pos - radius, 2 * radius, 2 * radius); } The code one below is the call from the jsp page <applet archive="mapplet.jar" code="myapplets/mapplet.class" width=350 height=200> </applet> The jar file and the picture are in the same folder as the jsp page, and there is also a folder containing the contents of the class and image of the applet in the web section of the application. The applet loads fine however the picture doesn't display. I think it's not the code but the location of the picture that is causing a problem. Thanks

    Read the article

  • Python Turtle Graphics, how to plot functions over an interval?

    - by TheDragonAce
    I need to plot a function over a specified interval. The function is f1, which is shown below in the code, and the interval is [-7, -3]; [-1, 1]; [3, 7] with a step of .01. When I execute the program, nothing is drawn. Any ideas? import turtle from math import sqrt wn = turtle.Screen() wn.bgcolor("white") wn.title("Plotting") mypen = turtle.Turtle() mypen.shape("classic") mypen.color("black") mypen.speed(10) while True: try: def f1(x): return 2 * sqrt((-abs(abs(x)-1)) * abs(3 - abs(x))/((abs(x)-1)*(3-abs(x)))) * \ (1 + abs(abs(x)-3)/(abs(x)-3))*sqrt(1-(x/7)**2)+(5+0.97*(abs(x-0.5)+abs(x+0.5))-\ 3*(abs(x-0.75)+abs(x+0.75)))*(1+abs(1-abs(x))/(1-abs(x))) mypen.penup() step=.01 startf11=-7 stopf11=-3 startf12=-1 stopf12=1 startf13=3 stopf13=7 def f11 (startf11,stopf11,step): rc=[] y = f1(startf11) while y<=stopf11: rc.append(startf11) #y+=step mypen.setpos(f1(startf11)*25,y*25) mypen.dot() def f12 (startf12,stopf12,step): rc=[] y = f1(startf12) while y<=stopf12: rc.append(startf12) #y+=step mypen.setpos(f1(startf12)*25, y*25) mypen.dot() def f13 (startf13,stopf13,step): rc=[] y = f1(startf13) while y<=stopf13: rc.append(startf13) #y+=step mypen.setpos(f1(startf13)*25, y*25) mypen.dot() f11(startf11,stopf11,step) f12(startf12,stopf12,step) f13(startf13,stopf13,step) except ZeroDivisionError: continue

    Read the article

  • Grails g:paginate tag and custom URL

    - by aboxy
    Hello, I am trying to use g:paginate in a shared template where depending on the controller, url changes e.g. For my homepage url should be : mydomain[DOT]com/news/recent/(1..n) For search Page: www[DOT]mydomain[DOT]com/search/query/"ipad apps"/filter/this month and my g:paginate looks like this: g:paginate controller=${customeController} action=${customAction} total:${total} For the first case, I was able to provide controller as 'news' and action as 'recent' and mapped url /news/recent/$offset to my controller. But for the search page, I am not able to achieve what I want to do. I have a URL mapping defined as /search/$filter**(controller:"search",action:"fetch") $filter can be /query/"ipad apps"/filter/thismonth/filter/something/filter/somethingelse. I want to be able to show the url as above rather than ?query="ipad apps"&filter=thismonth&filter=something&filter=somethingelse. I believe I can pass all the parameters in params attribute of g:paginate but that will not give me pretty URL. What would be the best way to achieve this? Please feel free to ask questions If i missed anything.Thanks in advance.

    Read the article

  • Why can't I display a unicode character in the Python Interpreter on Mac OS X Terminal.app?

    - by apphacker
    If I try to paste a unicode character such as the middle dot: · in my python interpreter it does nothing. I'm using Terminal.app on Mac OS X and when I'm simply in in bash I have no trouble: :~$ · But in the interpreter: :~$ python Python 2.6.1 (r261:67515, Feb 11 2010, 00:51:29) [GCC 4.2.1 (Apple Inc. build 5646)] on darwin Type "help", "copyright", "credits" or "license" for more information. >>> ^^ I get nothing, it just ignores that I just pasted the character. If I use the escape \xNN\xNN representation of the middle dot '\xc2\xb7', and try to convert to unicode, trying to show the dot causes the interpreter to throw an error: >>> unicode('\xc2\xb7') Traceback (most recent call last): File "<stdin>", line 1, in <module> UnicodeDecodeError: 'ascii' codec can't decode byte 0xc2 in position 0: ordinal not in range(128) I have setup 'utf-8' as my default encoding in sitecustomize.py so: >>> sys.getdefaultencoding() 'utf-8' What gives? It's not the Terminal. It's not Python, what am I doing wrong?! This question is not related to this question, as that indivdiual is able to paste unicode into his Terminal.

    Read the article

  • Regex preg_match issue with commas

    - by Serge Sf
    This is my code to pre_match when an amount looks like this: $ 99.00 and it works if (preg_match_all('/[$]\s\d+(\.\d+)?/', $tout, $matches)) { $tot2 = $matches[0]; $tot2 = preg_replace("/\\\$/", '', $tot2);} I need to do the same thing for a amount that looks like this (with a comma): $ 99,00 Thank you for your help (changing dot for comma do not help, there is an "escape" thing I do not understand... Idealy I need to preg_match any number that looks like an amount with dot or commas and with or without dollar sign before or after (I know, it's a lot to ask :) since on the result form I want to scan there are phone and street numbers... UPDATE (For some reason I cannot comment on replies) : To test properly, I need to preg_replace the comma by a dot (since we are dealings with sums, I don't think calculations can be done on numbers with commas in it). So to clarify my question, I should say : I need to transform, let's say "$ 200,24" to "200.24". (could be amounts bettween 0.10 to 1000.99) : $tot2 = preg_replace("/\\\$/", '', $tot2);} (this code just deals with the $ (it works), I need adaptation to deal also with the change of (,) for (.))

    Read the article

  • Is it OK for the top level domain .FM not to provide the whois server? [closed]

    - by Igor
    just a question in the title Is it OK for the top level domain .FM not to provide the whois server? Are there any other TLD that behaves in the same manner? The question came out of the whois command answer $ whois dot.fm This TLD has no whois server, but you can access the whois database at http://www.dot.fm/whois.html EDIT Sorry for the "OK" in the question, yes it is quite vague. We're desiring to acquire the domain name in *.fm and my worry was about to be more suspected for the antispam filters and other services relying on the DNS and so. Is this observation have sense or not?

    Read the article

  • Word 2003: Bullet style renamed; is there some way to reverse this?

    - by Margaret
    I have a machine that seems to have had its bullet style permanently changed - I previously was creating a document which had a question/answer format, where the answers were bullet points, so I created a style for them. The problem is, it seems to have stuck. If you click the "Bullet" button, the paragraph is formatted in the style. I've tried deleting the style in Normal.dot, and even deleting the Normal.dot file in the entirely - neither seems to fix the problem. Anyone have any other bright ideas on how to fix it?

    Read the article

  • How do I stop CRM from asking for admin credentials when printing report

    - by Ac0ua
    Problem: When printing a report in CRM, I am asked by the UAC for admin credentials. There is a long URL: https://(crm_hostname)/reserved.ReportViewerWebcontrol.axd?ReportSession=(ID)ControlID=(ID)Culture=1333&UICulture=1033&ReportStack=1&OpType=PrintCab Info: There are three users that have the issue laied out here. They are not admins of any kind. It looks like it is asking for permission to allow SQL Server Reporting Services 2008 to run. When I put my credentials in, it just brings up the Print dialog box (this is fine, just stop asking for credentials). I know this might sound silly but I downloaded and installed "SQL Server Reporting Services 2008" hopping my credentials would give permission right from the beginning. Giving the users local admin, I was told is not an option. Note: I did post this on community (dot) dynamics (dot) com but, they are not a very active website. Thanks for any help even if it just points me in the right direction!

    Read the article

  • Word 2007 "Out of Memory or Disk Space" Error on launch.

    - by Adam
    Word 2007 is installed on a Vista Home Premium machine and whenever it starts up it opens what appears to be a dynamic installer to do something and then throws up the "Out of Memory or Disk Space" error. Word 2007 never completes starting up. Reinstalling Word hasn't helped and if I can avoid reinstalling Windows until Windows 7 is released and get Word working in the mean time, that would be ideal. I've been looking around for a solution, once of which seemed to point to a problem with the user account. I created a second user on the machine and Word still had the same problem. The other solution that seems possible is a corrupted normal.dot/normal.dotm file. However, even in the location it should be, I can't seem to find it. Am I going in the right direction with this? Is there another solution I haven't come across that will fix this? If it is possible that renaming normal.dot/normal.dotm how can I find it?

    Read the article

  • Thunderbird segmentation fault problem

    - by Dariusz Górecki
    Hey all, my thunderbird crashes few seconds after it boots up regardless of in safe mode or normal, here is a strace log: http://pastebin.com/tccfYwcD I've searched google, ubuntu forums, and mozilla bug tracker about this problem, but any of found answers did not helped me :/ I've tried: nscd daemon install solutions posted earlier fresh clean instal of ubuntu 10.10 (32b) and thunderbird 3.1.7 from repos on a VM - problem still exists removed all thunderbrid related dot files and dot dirs, and setup profile from beginning Remove thunderbird and related stuff with apt purge, and install tb from official .deb package None of these steps helps me, tb still crashes with segmentation fault :/ I use gmail IMAP account, I've searched and found few other tips on google, but with no success. I've even tried to remove mails from web gui, that came after first notice of problem, still no luck. I'm not using any network fs, and not sharing this account with anyone, and I do not use filesystem or home encryption either just clean install :/ If You guys need some more info for this let me know. TB: 3.1.7 from repos and official package Ubuntu 32bit 10.10 with medibuntu repos, fully updated

    Read the article

  • Word 2007 "Out of Memory or Disk Space" Error on launch

    - by Adam
    Word 2007 is installed on a Vista Home Premium machine and whenever it starts up it opens what appears to be a dynamic installer to do something and then throws up the "Out of Memory or Disk Space" error. Word 2007 never completes starting up. Reinstalling Word hasn't helped and if I can avoid reinstalling Windows until Windows 7 is released and get Word working in the mean time, that would be ideal. I've been looking around for a solution, once of which seemed to point to a problem with the user account. I created a second user on the machine and Word still had the same problem. The other solution that seems possible is a corrupted normal.dot/normal.dotm file. However, even in the location it should be, I can't seem to find it. Am I going in the right direction with this? Is there another solution I haven't come across that will fix this? If it is possible that renaming normal.dot/normal.dotm how can I find it?

    Read the article

  • Trying to install PHP 5.2 on IIS/Win 2008 - Error 500

    - by Razor
    I have a fresh install of IIS 7 - I just added Web Platform Installer, and PHP 5.2 thru that. However, when trying to access to a simple test.php file (just has phpinfo() in it), I get the following list of errors: • IIS was not able to access the web.config file for the Web site or application. This can occur if the NTFS permissions are set incorrectly. • IIS was not able to process configuration for the Web site or application. • The authenticated user does not have permission to use this DLL. • The request is mapped to a managed handler but the .NET Extensibility Feature is not installed. The domain was created with dot net panel, but I don't think that has to do with this problem, unless maybe it uses a specific user? Maybe I need to add php thruough dot net panel? Any idea of what I'm doing wrong here?

    Read the article

  • How to "paint" the data layer of a CD using a CD drive?

    - by Jens
    I am looking for software to "paint" geometric shapes, dots or lines on the data layer of a writable CD (or DVD) using a standard drive. These do not have to be visible to the naked eye; I'd try to abuse the small dot size on the CD for some scientific measurements. I am aware of the "LightScribe" feature of some drives and that is not what I am looking for. Most of the software available is of course limited to write music or data, on does not offer the low-level "place a dot at this radius, this angle"-functionality. Is there something out there for me?

    Read the article

< Previous Page | 11 12 13 14 15 16 17 18 19 20 21 22  | Next Page >