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  • vector does not erase content correctly (infite amount run of copy asignment operator untill crash [BEX])?

    - by Gam Erix
    Well my problem is that after I want to "unload" loaded DLL's the copy assignmnent operator is called an unlimited amount of times until crash. The code from which I remove the vector data looks like this: void UnloadPlugins() { dbg(("[DBG]UnloadPlugins()")); for(std::vector<DLLInfo>::iterator it = plugins.begin(); it != plugins.end(); ++it) { plugins.erase(it); } dbg(("[DBG]UnloadPlugins()::Done")); } however "[DBG]UnloadPlugins()::Done" gets never printed. this is my copy assignmnent operator: // 2. copy assignment operator DLLInfo& operator=(const DLLInfo& that) { dbg(("[DBG]Start-DLLInfo& operator=(const DLLInfo& that)")); Instance = that.Instance;//hinstance dbg(("[DBG]DLLInfo 1")); //Identifier.assign(that.Identifier);//string dbg(("[DBG]DLLInfo 2")); IsAMX = that.IsAMX;//integer dbg(("[DBG]DLLInfo 3")); dwSupportFlags = that.dwSupportFlags;//integer dbg(("[DBG]DLLInfo 4")); Load = that.Load;//integer dbg(("[DBG]DLLInfo 5")); Unload = that.Unload;//integer dbg(("[DBG]DLLInfo 6")); Supports = that.Supports;//integer dbg(("[DBG]DLLInfo 7")); ProcessTick = that.ProcessTick;//integer dbg(("[DBG]DLLInfo 8")); AmxLoad = that.AmxLoad;//integer dbg(("[DBG]DLLInfo 9")); AmxUnload = that.AmxUnload;//integer dbg(("[DBG]DLLInfo 10")); UseDestructor = that.UseDestructor;//bool dbg(("[DBG]DLLInfo 11")); KeyboardHit = that.KeyboardHit;//integer dbg(("[DBG]End-DLLInfo& operator=(const DLLInfo& that)")); return *this; } So the log looks like: [17:50:50] [DBG]UnloadPlugins() [17:50:50] [DBG]~DLLInfo [17:50:50] [DBG]~DLLInfo::if(this->UseDestructor) passed [17:50:50] [DBG]~DLLInfo::if(this->UseDestructor)::if(this->Unload != NULL && this->IsAMX) passed [17:50:50] [DBG]~DLLInfo::end [17:50:50] [DBG]Start-DLLInfo& operator=(const DLLInfo& that) [17:50:50] [DBG]DLLInfo 1 [17:50:50] [DBG]DLLInfo 2 [17:50:50] [DBG]DLLInfo 3 [17:50:50] [DBG]DLLInfo 4 [17:50:50] [DBG]DLLInfo 5 [17:50:50] [DBG]DLLInfo 6 [17:50:50] [DBG]DLLInfo 7 [17:50:50] [DBG]DLLInfo 8 [17:50:50] [DBG]DLLInfo 9 [17:50:50] [DBG]DLLInfo 10 [17:50:50] [DBG]DLLInfo 11 [17:50:50] [DBG]End-DLLInfo& operator=(const DLLInfo& that) [17:50:50] [DBG]Start-DLLInfo& operator=(const DLLInfo& that) ... [17:50:50] [DBG]End-DLLInfo& operator=(const DLLInfo& that) ...repeat until crash What could the problem be?

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  • what does AngleVectors method in quake 3 source code does

    - by kypronite
    I just downloaded quake 3 for learning purposes. I know some of some linear algebra(basic vector math ie: dot,cross product). However I can't decipher what below method does, I know what is yaw,pitch and roll. But I can't connect these with vector. Worse, I'm not sure this fall under what math 'category', so I don't really know how to google. Hence the question here. Anyone? void AngleVectors( const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up) { float angle; static float sr, sp, sy, cr, cp, cy; // static to help MS compiler fp bugs angle = angles[YAW] * (M_PI*2 / 360); sy = sin(angle); cy = cos(angle); angle = angles[PITCH] * (M_PI*2 / 360); sp = sin(angle); cp = cos(angle); angle = angles[ROLL] * (M_PI*2 / 360); sr = sin(angle); cr = cos(angle); if (forward) { forward[0] = cp*cy; forward[1] = cp*sy; forward[2] = -sp; } if (right) { right[0] = (-1*sr*sp*cy+-1*cr*-sy); right[1] = (-1*sr*sp*sy+-1*cr*cy); right[2] = -1*sr*cp; } if (up) { up[0] = (cr*sp*cy+-sr*-sy); up[1] = (cr*sp*sy+-sr*cy); up[2] = cr*cp; } } ddddd

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  • Flattening PDF transparency

    - by Jan
    I have a PDF, made with Inkscape, that uses transparent colors. This image shall be used in a LaTeX document. While preserving the transparency is nice for editing, it can be a problem for printing. Printing usually involves PDF to PS conversion. Since Postscript does not support transparency, this requires either flatting, i.e. creating a vector graphic that works without transparency or rastering, i.e. rendering a bitmap image. When a PDF document containing such a figure is printed (or converted to PS) using Evince (or Cairo or Ghostscript), the whole page gets rendered as a bitmap, rendering fonts ugly (different from other pages). (Adobe Acrobat handles such PDFs well.) Unfortunately, converting the PDF figures to EPS (before including them with LaTeX) doesn't help much, because both pdftops and pdf2ps (again, Cairo or Ghostscript) rasterize the image, i.e. render a bitmap (saved as EPS). (This is slightly better, because it doesn't affect the whole page, but I'd still prefer a vector graphics.) How can I flatten transparency with Inkscape or other software on Linux?

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  • Detecting walls or floors in pygame

    - by Serial
    I am trying to make bullets bounce of walls, but I can't figure out how to correctly do the collision detection. What I am currently doing is iterating through all the solid blocks and if the bullet hits the bottom, top or sides, its vector is adjusted accordingly. However, sometimes when I shoot, the bullet doesn't bounce, I think it's when I shoot at a border between two blocks. Here is the update method for my Bullet class: def update(self, dt): if self.can_bounce: #if the bullet hasnt bounced find its vector using the mousclick pos and player pos speed = -10. range = 200 distance = [self.mouse_x - self.player[0], self.mouse_y - self.player[1]] norm = math.sqrt(distance[0] ** 2 + distance[1] ** 2) direction = [distance[0] / norm, distance[1 ] / norm] bullet_vector = [direction[0] * speed, direction[1] * speed] self.dx = bullet_vector[0] self.dy = bullet_vector[1] #check each block for collision for block in self.game.solid_blocks: last = self.rect.copy() if self.rect.colliderect(block): topcheck = self.rect.top < block.rect.bottom and self.rect.top > block.rect.top bottomcheck = self.rect.bottom > block.rect.top and self.rect.bottom < block.rect.bottom rightcheck = self.rect.right > block.rect.left and self.rect.right < block.rect.right leftcheck = self.rect.left < block.rect.right and self.rect.left > block.rect.left each test tests if it hit the top bottom left or right side of the block its colliding with if self.can_bounce: if topcheck: self.rect = last self.dy *= -1 self.can_bounce = False print "top" if bottomcheck: self.rect = last self.dy *= -1 #Bottom check self.can_bounce = False print "bottom" if rightcheck: self.rect = last self.dx *= -1 #right check self.can_bounce = False print "right" if leftcheck: self.rect = last self.dx *= -1 #left check self.can_bounce = False print "left" else: # if it has already bounced and colliding again kill it self.kill() for enemy in self.game.enemies_list: if self.rect.colliderect(enemy): self.kill() #update position self.rect.x -= self.dx self.rect.y -= self.dy This definitely isn't the best way to do it but I can't think of another way. If anyone has done this or can help that would be awesome!

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  • Sorting for 2D Drawing

    - by Nexian
    okie, looked through quite a few similar questions but still feel the need to ask mine specifically (I know, crazy). Anyhoo: I am drawing a game in 2D (isometric) My objects have their own arrays. (i.e. Tiles[], Objects[], Particles[], etc) I want to have a draw[] array to hold anything that will be drawn. Because it is 2D, I assume I must prioritise depth over any other sorting or things will look weird. My game is turn based so Tiles and Objects won't be changing position every frame. However, Particles probably will. So I am thinking I can populate the draw[] array (probably a vector?) with what is on-screen and have it add/remove object, tile & particle references when I pan the screen or when a tile or object is specifically moved. No idea how often I'm going to have to update for particles right now. I want to do this because my game may have many thousands of objects and I want to iterate through as few as possible when drawing. I plan to give each element a depth value to sort by. So, my questions: Does the above method sound like a good way to deal with the actual drawing? What is the most efficient way to sort a vector? Most of the time it wont require efficiency. But for panning the screen it will. And I imagine if I have many particles on screen moving across multiple tiles, it may happen quite often. For reference, my screen will be drawing about 2,800 objects at any one time. When panning, it will be adding/removing about ~200 elements every second, and each new element will need adding in the correct location based on depth.

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  • passing multiple vectors to function by reference (using structure)

    - by madman
    Hi StackOverflow, Can someone tell me the correct way of passing multiple vectors to a function that can take only a single argument? (specifically for pthread_create (..) function) I tried the following but it does not seem to work :-( First, I created the following structure struct ip2 { void* obj; int dim; int n_s; vector<vector<vector<double> > > *wlist; vector<int> *nrsv; struct model *pModel; }; The threads that I have created actually needs all these parameters. Since im using pthreads_create I put all this in a structure and then passed the pointer to the structure as an argument to pthread_create (as shown). some_fxn() { //some code struct ip2 ip; ip.obj=(void*) this; ip.n_s=n_s; ip.wlist=&wlist; ip.nrsv=&nrsv; ip.pModel=pModel; ip.dim=dim; pthread_create(&callThd1[lcntr], &attr1, &Cls::Entry, (void*) &ip); } The Entry method looks something like this. void* Cls::Entry(void *ip) { struct ip2 *x; x = (struct ip2 *)ip; (reinterpret_cast<Cls1 *>(x->obj))->Run(x->dim,x->n_s, x->wlist, x->nrsv, x->pModel); } The Run method looks something like this. void Run(int dim, int n_c, vector<vector<vector<double> > > *wlist, vector<int> *nrsv, struct model* pModel ) { //some code for(int k = 0; k < n_c; ++k) { //some code end = index + nrsv[k]; //some code } I get the following error when I try to compile the program. error: no match for ‘operator+’ in ‘index + *(((std::vector<int, std::allocator<int> >*)(((unsigned int)k) * 12u)) + nrsv)’ Can someone tell me how to do it the right way. Madhavan

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  • C# 2D Vector Graphics Game using DirectX or OpenGL?

    - by Brian
    Hey Guys, So it has been a while since I have done any game programming in C#, but I have had a recent bug to get back into it, and I wanted some opinions on what configuration I should use. I wanted to use C# as that is what I use for work, and have become vary familiar with. I have worked with both DirectX and OpenGL in the past, but mostly in 3D, but now I am interested in writing a 2D game with all vector graphics, something that resembles the look of Geometry Wars or the old Star Wars arcade game. Key points I am interested in: • Ease of use/implementation. • Easy on memory. (I plan on having a lot going on at once) • Looks good, I don't want curve to look pixelated. • Maybe some nice effects like glow or particle. I am open to any and all suggestions, maybe even something I have not thought of... Thanks in advance!

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  • C++ a map to a 2 dimensional vector

    - by user1701545
    I want to create a C++ map where key is, say, int and value is a 2-D vector of double: map myMap; suppose I filled it and now I would like to update the second vector mapped by each key (for example divide each element by 2). How would I access that vector iteratively? The "itr-second[0]" syntax in the statement below is obviously wrong. What would be the right syntax for that action? for(std::map<in, vector<vector<double> > > itr = myMap.begin(); itr != myMap.end();++itr) { for(int i = 0;i < itr->second[0].size();++i) { itr->second[0][i] /= 2; } } thanks, rubi

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  • Applications: The mathematics of movement, Part 1

    - by TechTwaddle
    Before you continue reading this post, a suggestion; if you haven’t read “Programming Windows Phone 7 Series” by Charles Petzold, go read it. Now. If you find 150+ pages a little too long, at least go through Chapter 5, Principles of Movement, especially the section “A Brief Review of Vectors”. This post is largely inspired from this chapter. At this point I assume you know what vectors are, how they are represented using the pair (x, y), what a unit vector is, and given a vector how you would normalize the vector to get a unit vector. Our task in this post is simple, a marble is drawn at a point on the screen, the user clicks at a random point on the device, say (destX, destY), and our program makes the marble move towards that point and stop when it is reached. The tricky part of this task is the word “towards”, it adds a direction to our problem. Making a marble bounce around the screen is simple, all you have to do is keep incrementing the X and Y co-ordinates by a certain amount and handle the boundary conditions. Here, however, we need to find out exactly how to increment the X and Y values, so that the marble appears to move towards the point where the user clicked. And this is where vectors can be so helpful. The code I’ll show you here is not ideal, we’ll be working with C# on Windows Mobile 6.x, so there is no built-in vector class that I can use, though I could have written one and done all the math inside the class. I think it is trivial to the actual problem that we are trying to solve and can be done pretty easily once you know what’s going on behind the scenes. In other words, this is an excuse for me being lazy. The first approach, uses the function Atan2() to solve the “towards” part of the problem. Atan2() takes a point (x, y) as input, Atan2(y, x), note that y goes first, and then it returns an angle in radians. What angle you ask. Imagine a line from the origin (0, 0), to the point (x, y). The angle which Atan2 returns is the angle the positive X-axis makes with that line, measured clockwise. The figure below makes it clear, wiki has good details about Atan2(), give it a read. The pair (x, y) also denotes a vector. A vector whose magnitude is the length of that line, which is Sqrt(x*x + y*y), and a direction ?, as measured from positive X axis clockwise. If you’ve read that chapter from Charles Petzold’s book, this much should be clear. Now Sine and Cosine of the angle ? are special. Cosine(?) divides x by the vectors length (adjacent by hypotenuse), thus giving us a unit vector along the X direction. And Sine(?) divides y by the vectors length (opposite by hypotenuse), thus giving us a unit vector along the Y direction. Therefore the vector represented by the pair (cos(?), sin(?)), is the unit vector (or normalization) of the vector (x, y). This unit vector has a length of 1 (remember sin2(?) + cos2(?) = 1 ?), and a direction which is the same as vector (x, y). Now if I multiply this unit vector by some amount, then I will always get a point which is a certain distance away from the origin, but, more importantly, the point will always be on that line. For example, if I multiply the unit vector with the length of the line, I get the point (x, y). Thus, all we have to do to move the marble towards our destination point, is to multiply the unit vector by a certain amount each time and draw the marble, and the marble will magically move towards the click point. Now time for some code. The application, uses a timer based frame draw method to draw the marble on the screen. The timer is disabled initially and whenever the user clicks on the screen, the timer is enabled. The callback function for the timer follows the standard Update and Draw cycle. private double totLenToTravelSqrd = 0; private double startPosX = 0, startPosY = 0; private double destX = 0, destY = 0; private void Form1_MouseUp(object sender, MouseEventArgs e) {     destX = e.X;     destY = e.Y;     double x = marble1.x - destX;     double y = marble1.y - destY;     //calculate the total length to be travelled     totLenToTravelSqrd = x * x + y * y;     //store the start position of the marble     startPosX = marble1.x;     startPosY = marble1.y;     timer1.Enabled = true; } private void timer1_Tick(object sender, EventArgs e) {     UpdatePosition();     DrawMarble(); } Form1_MouseUp() method is called when ever the user touches and releases the screen. In this function we save the click point in destX and destY, this is the destination point for the marble and we also enable the timer. We store a few more values which we will use in the UpdatePosition() method to detect when the marble has reached the destination and stop the timer. So we store the start position of the marble and the square of the total length to be travelled. I’ll leave out the term ‘sqrd’ when speaking of lengths from now on. The time out interval of the timer is set to 40ms, thus giving us a frame rate of about ~25fps. In the timer callback, we update the marble position and draw the marble. We know what DrawMarble() does, so here, we’ll only look at how UpdatePosition() is implemented; private void UpdatePosition() {     //the vector (x, y)     double x = destX - marble1.x;     double y = destY - marble1.y;     double incrX=0, incrY=0;     double distanceSqrd=0;     double speed = 6;     //distance between destination and current position, before updating marble position     distanceSqrd = x * x + y * y;     double angle = Math.Atan2(y, x);     //Cos and Sin give us the unit vector, 6 is the value we use to magnify the unit vector along the same direction     incrX = speed * Math.Cos(angle);     incrY = speed * Math.Sin(angle);     marble1.x += incrX;     marble1.y += incrY;     //check for bounds     if ((int)marble1.x < MinX + marbleWidth / 2)     {         marble1.x = MinX + marbleWidth / 2;     }     else if ((int)marble1.x > (MaxX - marbleWidth / 2))     {         marble1.x = MaxX - marbleWidth / 2;     }     if ((int)marble1.y < MinY + marbleHeight / 2)     {         marble1.y = MinY + marbleHeight / 2;     }     else if ((int)marble1.y > (MaxY - marbleHeight / 2))     {         marble1.y = MaxY - marbleHeight / 2;     }     //distance between destination and current point, after updating marble position     x = destX - marble1.x;     y = destY - marble1.y;     double newDistanceSqrd = x * x + y * y;     //length from start point to current marble position     x = startPosX - (marble1.x);     y = startPosY - (marble1.y);     double lenTraveledSqrd = x * x + y * y;     //check for end conditions     if ((int)lenTraveledSqrd >= (int)totLenToTravelSqrd)     {         System.Console.WriteLine("Stopping because destination reached");         timer1.Enabled = false;     }     else if (Math.Abs((int)distanceSqrd - (int)newDistanceSqrd) < 4)     {         System.Console.WriteLine("Stopping because no change in Old and New position");         timer1.Enabled = false;     } } Ok, so in this function, first we subtract the current marble position from the destination point to give us a vector. The first three lines of the function construct this vector (x, y). The vector (x, y) has the same length as the line from (marble1.x, marble1.y) to (destX, destY) and is in the direction pointing from (marble1.x, marble1.y) to (destX, destY). Note that marble1.x and marble1.y denote the center point of the marble. Then we use Atan2() to get the angle which this vector makes with the positive X axis and use Cosine() and Sine() of that angle to get the unit vector along that same direction. We multiply this unit vector with 6, to get the values which the position of the marble should be incremented by. This variable, speed, can be experimented with and determines how fast the marble moves towards the destination. After this, we check for bounds to make sure that the marble stays within the screen limits and finally we check for the end condition and stop the timer. The end condition has two parts to it. The first case is the normal case, where the user clicks well inside the screen. Here, we stop when the total length travelled by the marble is greater than or equal to the total length to be travelled. Simple enough. The second case is when the user clicks on the very corners of the screen. Like I said before, the values marble1.x and marble1.y denote the center point of the marble. When the user clicks on the corner, the marble moves towards the point, and after some time tries to go outside of the screen, this is when the bounds checking comes into play and corrects the marble position so that the marble stays inside the screen. In this case the marble will never travel a distance of totLenToTravelSqrd, because of the correction is its position. So here we detect the end condition when there is not much change in marbles position. I use the value 4 in the second condition above. After experimenting with a few values, 4 seemed to work okay. There is a small thing missing in the code above. In the normal case, case 1, when the update method runs for the last time, marble position over shoots the destination point. This happens because the position is incremented in steps (which are not small enough), so in this case too, we should have corrected the marble position, so that the center point of the marble sits exactly on top of the destination point. I’ll add this later and update the post. This has been a pretty long post already, so I’ll leave you with a video of how this program looks while running. Notice in the video that the marble moves like a bot, without any grace what so ever. And that is because the speed of the marble is fixed at 6. In the next post we will see how to make the marble move a little more elegantly. And also, if Atan2(), Sine() and Cosine() are a little too much to digest, we’ll see how to achieve the same effect without using them, in the next to next post maybe. Ciao!

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  • Problem with passing vector of pointers to objects to member function of another object

    - by Jamesz
    Hi, I have a vector of pointers to Mouse objects called 'mice'. I'm passing the mice to the cat by reference. vector <Mouse*> mice; Cat * c; c->lookForMouse(&mice); And here's my lookForMouse() member function void Cat::lookForMouse(vector <Mouse*> *mice) { ... } And now to the problem! Within the function above, I can't seem to access my mice. This below will not work mice[i]->isActive(); The error message I receive suggests to use mice[i].isActive(), but this throws an error saying isActive() is not a member of std::vector<_Ty ... This works though... vector <Mouse*> miceCopy = *mice; miceCopy[i]->isActive(); I understand that I shouldn't be creating another vector of mice here, it defeats the whole point of passing it by reference (let me know if I'm wrong)... Why can't I do mice[i]-isActive() What should I be doing? Thanks for your time and help :D James.

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  • returning a pointed to an object within a std::vector

    - by memC
    I have a very basic question on returning a reference to an element of a vector . There is a vector vec that stores instances of class Foo. I want to access an element from this vector . ( don't want to use the vector index) . How should I code the method getFoo here? #include<vector> #include<stdio.h> #include<iostream> #include<math.h> using namespace std; class Foo { public: Foo(){}; ~Foo(){}; }; class B { public: vector<Foo> vec; Foo* getFoo(); B(){}; ~B(){}; }; Foo* B::getFoo(){ int i; vec.push_back(Foo()); i = vec.size() - 1; // how to return a pointer to vec[i] ?? return vec.at(i); }; int main(){ B b; b = B(); int i = 0; for (i = 0; i < 5; i ++){ b.getFoo(); } return 0; }

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  • C++ Vector of vectors is messing with me

    - by xbonez
    If I put this code in a .cpp file and run it, it runs just fine: #include <iostream> #include <vector> #include <string> using namespace std; typedef vector<int> row; typedef vector<row> myMatrix; void main() { //cout << endl << "test" << endl; myMatrix mat(2,2); mat[0][1] = 2; cout << endl << mat[0][1] << endl; } But, if I make a .h and a .cpp file with the .h file like this, it gives me boatloads of errors. #ifndef _grid_ #define _grid_ #include<iostream> #include<vector> #include<string> using namespace std; typedef vector<int> row; typedef vector<row> myMatrix; class grid { public: grid(); ~grid(); int getElement(unsigned int ri, unsigned int ci); bool setElement(unsigned int ri, unsigned int ci, unsigned int value); private: myMatrix sudoku_(9,9); }; #endif These are some of the errors I get: warning C4091: 'typedef ' : ignored on left of 'int' when no variable is declared error C4430: missing type specifier - int assumed. Note: C++ does not support default-int

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  • Using NumPy arrays as 2D mathematical vectors?

    - by CorundumGames
    Right now I'm using lists as position, velocity, and acceleration vectors in my game. Is that a better option than using NumPy's arrays (not the standard library's) as vectors (with float data types)? I'm frequently adding vectors and changing their values directly, then placing the values in these vectors into a Pygame Rect. The vector is used for position (because Rects can't hold floats, so we can't go "between" pixels), and the Rect is used for rendering (because Pygame will only take in Rects for rendering positions).

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  • C++ Directx 11 D3DXVECTOR3 doesn't allow me to devide it

    - by Miguel P
    If i have a simple vector3 like this: D3DXVECTOR3 inversevector = D3DXVECTOR3( (pos+lookat_pos)); It works perfect! But let's say i wanted to multiply it by: Speed*(float) timeHandler.GetDelta() So: D3DXVECTOR3 inversevector = D3DXVECTOR3( (pos+lookat_pos) * Speed*(float) timeHandler.GetDelta()); Now this fails completely, i've used this snippet before, but for some wierd reason it simply won't work( The vector somehow leads x,y,z to 0 or almost, no idea why). Do you have any idea why?

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  • Why an auto_ptr can "seal" a container

    - by icephere
    auto_ptr on wikipedia said that "an auto_ptr containing an STL container may be used to prevent further modification of the container.". It used the following example: auto_ptr<vector<ContainedType> > open_vec(new vector<ContainedType>); open_vec->push_back(5); open_vec->push_back(3); // Transfers control, but now the vector cannot be changed: auto_ptr<const vector<ContainedType> > closed_vec(open_vec); // closed_vec->push_back(8); // Can no longer modify If I uncomment the last line, g++ will report an error as t05.cpp:24: error: passing ‘const std::vector<int, std::allocator<int> >’ as ‘this’ argument of ‘void std::vector<_Tp, _Alloc>::push_back(const _Tp&) [with _Tp = int, _Alloc = std::allocator<int>]’ discards qualifiers I am curious why after transferring the ownership of this vector, it can no longer be modified? Thanks a lot!

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  • Strange problem with vectors.

    - by Catalin Dumitru
    I have a really strange problem with stl vectors in which the wrong destructor is called for the right object when I call the erase method if that makes any sense. My code looks something like this: for(vector<Category>::iterator iter = this->children.begin(); iter != this->children.end(); iter++) { if((*iter).item == item) { this->children.erase(iter); return; } ------------------------- } It's just a simple function that finds the element in the vector which has some item to be searched, and removes said element from the vector. My problem is than when the erase function is called, and thus the object which the iterator is pointing at is being destroyed, the wrong destructor is being called. More specific the destructor of the last element in the vector is being called, and not of the actual object being removed. Thus the memory is being removed from the wrong object, which will still be an element in the vector, and the actual object which is removed from the vector, still has all of it's memory intact. The costructor of the object looks like this: Category::Category(const Category &from) { this->name = from.name; for(vector<Category>::const_iterator iter = from.children.begin(); iter != from.children.end(); iter++) this->children.push_back((*iter)); this->item = new QTreeWidgetItem; } And the destructor Category::~Category() { this->children.clear(); if(this->item != NULL) { QTreeWidgetItem* parent = this->item->parent(); if(parent != NULL) parent->removeChild(this->item); delete this->item; } }

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  • Routing protocols, distance vector vs link state

    - by Artem Barger
    I'm trying to figure out the differences(pros/cons) between two routing protocols approach and I would be great-full for any help, advice and explanation. As far I can say that it seems like distance vector is more static and more local based routing, since it doesn't know the network state whereas link state is more aware of current states therefore it seems more natural to use it over distance-vector, but I have a feeling like I'm missing something. And I would be glad to here about more aspects and different issues I have to consider while choosing one of them.

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  • VG.net 8.5 Released

    - by Frank Hileman
    We have released version 8.5 of the VG.net vector graphics system. This release supports Visual Studio 2013. Companies who purchased a VG.net license after October 1, 2013, are eligible for a free upgrade. We will be sending you an email. There is one cosmetic problem which wasted our time, as we could not find a work around. It occurs when your display is set to a high DPI. You can see the problem in the image of the toolbox below, which uses a DPI of 125%, on Windows 7: The ToolboxItem class accepts only Bitmaps with a size of 16x16. We tried many sizes and many bitmap formats. As you can see, this tiny Bitmap is then scaled by the toolbox, and the scaling algorithm adds artifacts. This is an "improvement" Microsoft recently added to Visual Studio 2013.

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  • Converting 3 axis vectors to a rotation matrix

    - by user38858
    I am trying to get a rotation matrix (in 3dsmax) from 3 vectors that form an axis (all 3 vectors are aligned by 90 degrees each other) Somewhere I read that I could build a rotation matrix just by inserting in every row one vector at a time (source: http://renderdan.blogspot.cz/2006/05/rotation-matrix-from-axis-vectors.html) So, I built a matrix with these example vectors x-axis : [-0.194624,-0.23715,-0.951778] y-axis : [-0.773012,0.634392,0] z-axis : [-0.6038,-0.735735,0.306788] But for some reason, if I try to convert this matrix to eulerangles, I receive this rotation: (eulerAngles 47.7284 6.12831 36.8263) ... which is totally wrong, and doesn't align to my 3 vectors at all. I know that rotation is quite difficult to understand, may someone shed some light? :)

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  • For normal mapping, why can we not simply add the tangent normal to the surface normal?

    - by sebf
    I am looking at implementing bump mapping (which in all implementations I have seen is really normal mapping), and so far all I have read says that to do this, we create a matrix to convert from world-space to tangent-space, in order to transform the lights and eye direction vectors into tangent space, so that the vectors from the normal map may be used directly in place of those passed through from the vertex shader. What I do not understand though, is why we cannot just use the normalised sum of the sampled-normal vector, and the surface-normal? (assuming we already transform and pass through the surface normal for the existing lighting functions) Take the diagram below; the normal is simply the deviation from the 'reference normal' for any given coordinate system, correct? And transforming the surface normal of a mapped surface from world space to tangent space makes it equivalent to the tangent space 'reference normal', no? If so, why do we transform all lighting vectors into tangent space, instead of simply transforming the sampled tangent once in the pixel shader?

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  • Component-wise GLSL vector branching

    - by Gustavo Maciel
    I'm aware that it usually is a BAD idea to operate separately on GLSL vec's components separately. For example: //use instrinsic functions, they do the calculation on 4 components at a time. float dot = v1.x*v2.x + v1.y * v2.y + v1.z * v2.z; //NEVER float dot = dot(v1, v2); //YES //Multiply one by one is not good too, since the ALU can do the 4 components at a time too. vec3 mul = vec3(v1.x * v2.x, v1.y * v2.y, v1.z * v2.z); //NEVER vec3 mul = v1 * v2; I've been struggling thinking, are there equivalent operations for branching? For example: vec4 Overlay(vec4 v1, vec4 v2, vec4 opacity) { bvec4 less = lessThan(v1, vec4(0.5)); vec4 blend; for(int i = 0; i < 4; ++i) { if(less[i]) blend[i] = 2.0 * v1[i]*v2[i]; else blend[i] = 1.0 - 2.0 * (1.0 - v1[i])*(1.0 - v2[i]); } return v1 + (blend-v1)*opacity; } This is a Overlay operator that works component wise. I'm not sure if this is the best way to do it, since I'm afraid these for and if can be a bottleneck later. Tl;dr, Can I branch component wise? If yes, how can I optimize that Overlay function with it?

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  • How do I calculate opposite of a vector, add some slack

    - by Jason94
    How can i calulate a valid range (RED) for my object's (BLACK) traveling direction (GREEN). The green is a Vector2 where x and y range is -1 to 1. What I'm trying to do here is to create rocket fuel burn effekt. So what i got is rocket speed (float) rocket direction (Vector2 x = [-1, 1], y = [-1, 1]) I may think that rocket speed does not matter as fuel burn effect (particle) is created on position with its own speed.

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  • Translating an Object to a certain Vector 3 in OpenGL and Java LWJGL

    - by aliasmk
    So after almost two hours, I got the hang of using glTranslated() (with Java and LWJGL). If I am correct, applying glTranslated on an object moves that object with the x,y,z relative to the previously moved object. I believe the correct term for this is local vs global, global being the one I want. I was wondering if there was a way to translate an object to a specific XYZ position, or relative to the origin. Thanks! (Code or other details can be supplied if it helps, just let me know. Also sorry if this is a noob comment, Im very new to OpenGL.)

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