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  • How can I fill (not replace) TAB with Spaces in MSWord?

    - by Morteza
    How can I fill (not replace) TAB with Spaces in MS Office Word? In other word, have a look at the following pic: 1 -> 222 -> 3 111 -> 2 -> 333 11 -> 22 -> 33 11 -> 2222 -> 3333 Suppose that - is indicated one TAB. As you see, each column is justified from left. I need to fill each TAB with Spaces, so that the justification not be confused. If I use 'Find & Replace' option to change each TABs to a specific number of Spaces, justification will be confused because each column have its own character number. In other word, if I change each TAB with 6 Spaces, the above will be changed to the follow: 1 222 3 111 2 333 11 22 33 11 2222 3333 My need is as follow (each dot indicate a Space): 1......222......3 111....2........333 11.....22.......33 11.....2222.....3333

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  • Recursion Interview Questions [closed]

    - by halivingston
    Given a string, "ABC", print all permutations Given a dollar bill, fill out possible ways it can summed up using .25, .10, .5, etc. Given a phone number (123-456), print out all it's word counter parters like (ADG-XYZ) A B C D E F G H I J K L M N O P In the above 2D matrix, print all possible words (just literally all words, and sure we could check if it's exists in a dictionary). The base case is I think here is that reaching the same i, j positions. Any others you can think of?

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  • Preallocate memory for a program in Linux before it gets started

    - by Fyg
    Hi, folks, I have a program that repeatedly solves large systems of linear equations using cholesky decomposition. Characterising is that I sometimes need to store the complete factorisation which can exceed about 20 GB of memory. The factorisation happens inside a library that I call. Furthermore, this matrix and the resulting factorisation changes quite frequently and as such the memory requirements as well. I am not the only person to use this compute-node. Therefore, is there a way to start the program under Linux and preallocate free memory for the process? Something like: $: prealloc -m 25G ./program

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  • Distributing a function over a single dimension of an array in MATLAB?

    - by Alex Feinman
    I often find myself wanting to collapse an n-dimensional matrix across one dimension, and can't figure out if there is a concise incantation I can use to do this. For example, when parsing an image, I often want to do something like this. (Note! Illustrative example only. I know about rgb2gray for this specific case.) img = imread('whatever.jpg'); s = size(img); for i=1:s(1) for j=1:s(2) bw_img = mean(img(i,j,:)); end end I would love to express this as something like: bw = on(color, 3, @mean); or bw(:,:,1) = mean(color); Is there a short way to do this?

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  • Why do MSTests Assert.AreEqual(1.0, double.NaN, 0.0) pass?

    - by Egil Hansen
    Short question, why do Assert.AreEqual(1.0, double.NaN, 0.0) pass when Assert.AreEqual(1.0, double.NaN) do not? Is it an error in MSTest or am I missing something here? Best regards, Egil. Update: Should probably add, that the reason behind my question is, that I have a bunch of unit tests that unfortunately passed due to the result of some linear algebraic matrix operation being NaN or (+/-)Infinity. The unit tests are fine, but since Assert.AreEqual on doubles with a delta will pass when actual or/and expected are NaN or Infinity, I was left to believe that the code I was testing was correct.

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  • OpenGL Performance Questions

    - by Daniel
    This subject, as with any optimisation problem, gets hit on a lot, but I just couldn't find what I (think) I want. A lot of tutorials, and even SO questions have similar tips; generally covering: Use GL face culling (the OpenGL function, not the scene logic) Only send 1 matrix to the GPU (projectionModelView combination), therefore decreasing the MVP calculations from per vertex to once per model (as it should be). Use interleaved Vertices Minimize as many GL calls as possible, batch where appropriate And possibly a few/many others. I am (for curiosity reasons) rendering 28 million triangles in my application using several vertex buffers. I have tried all the above techniques (to the best of my knowledge), and received almost no performance change. Whilst I am receiving around 40FPS in my implementation, which is by no means problematic, I am still curious as to where these optimisation 'tips' actually come into use? My CPU is idling around 20-50% during rendering, therefore I assume I am GPU bound for increasing performance. Note: I am looking into gDEBugger at the moment Cross posted at Game Development

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  • C++ domain specific embedded language operators

    - by aaa
    hi. In numerical oriented languages (Matlab, Fortran) range operator and semantics is very handy when working with multidimensional data. For example: A(i:j,k,:n) // represents two-dimensional slice B(i:j,0:n) of A at index k unfortunately C++ does not have range operator (:). of course it can be emulated using range/slice functor, but semantics is less clean than Matlab. I am prototyping matrix/tensor domain language in C++ and am wondering if there any options to reproduce range operator. I still would like to rely on C++/prprocessor framework exclusively. So far I have looked through boost wave which might be an suitable option. is there any other means to introduce new operators to C++ DSL?

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  • Android SDK: Create image on touch

    - by dagonal
    Hello, I'm a bit stumped here, I'm trying to make it so an image (already in the drawable folder) gets created everytime you touch the screen and removed when the finger is lifted. I have the touch part coded already, overriding the onTouch method with a couple switch cases that handle each type of action (down, up, move, etc). But I can't for the life of me figure out how to make the image appear and then disappear with the coordinates (matrix?) of where the finger is. Any help would be greatly appreciated!

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  • NGINX returning 404 error on a valid url

    - by Harrison
    We have a site that runs PHP-FPM and NGINX. The application sends invitations to site members that are keyed with 40 character random strings (alphanumerics only -- example below). Today for the first time we ran into an issue with this approach. The following url: http://oursite.com/notices/response/approve/1960/OzH0pedV3rJhefFlMezDuoOQSomlUVdhJUliAhjS is returning a 404 error. This url format has been working for 6 months now without an issue, and other urls following this exact format continue to resolve properly. We have a very basic config with a simple redirect to a front controller, and everything else has been running fine for a while now. Also, if we change the last character from an "S" to anything other than a lower-case "s", no 404 error and the site handles the request properly, so I'm wondering if there's some security module that might see something wrong with this specific string... Not sure if that makes any sense. We are not sure where to look to find out what specifically is causing the issue, so any direction would be greatly appreciated. Thanks! Update: Adding a slash to the end of the url allowed it to be handled properly... Would still like to get to the bottom of the issue though. Solved: The problem was caused by part of my configuration... Realized I should have posted, but was headed out of town and didn't have a chance. Any url that ended in say "css" or "js" and not necessarily preceded by a dot (so, for example, http://site.com/response/somerandomestringcss ) was interpreted as a request for a file and the request was not routed through the front controller. The problem was my regex for disabling logging and setting expiration headers on jpgs, gifs, icos, etc. I replaced this: location ~* ^.+(jpg|jpeg|gif|css|png|js|ico)$ { with this: location ~* \.(jpg|jpeg|gif|css|png|js|ico)$ { And now urls ending in css, js, png, etc, are properly routed through the front controller. Hopefully that helps someone else out.

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  • NGINX returning 404 error on a valid url

    - by Harrison
    We have a site that runs PHP-FPM and NGINX. The application sends invitations to site members that are keyed with 40 character random strings (alphanumerics only -- example below). Today for the first time we ran into an issue with this approach. The following url: http://oursite.com/notices/response/approve/1960/OzH0pedV3rJhefFlMezDuoOQSomlUVdhJUliAhjS is returning a 404 error. This url format has been working for 6 months now without an issue, and other urls following this exact format continue to resolve properly. We have a very basic config with a simple redirect to a front controller, and everything else has been running fine for a while now. Also, if we change the last character from an "S" to anything other than a lower-case "s", no 404 error and the site handles the request properly, so I'm wondering if there's some security module that might see something wrong with this specific string... Not sure if that makes any sense. We are not sure where to look to find out what specifically is causing the issue, so any direction would be greatly appreciated. Thanks! Update: Adding a slash to the end of the url allowed it to be handled properly... Would still like to get to the bottom of the issue though. Solved: The problem was caused by part of my configuration... Realized I should have posted, but was headed out of town and didn't have a chance. Any url that ended in say "css" or "js" and not necessarily preceded by a dot (so, for example, http://site.com/response/somerandomestringcss ) was interpreted as a request for a file and the request was not routed through the front controller. The problem was my regex for disabling logging and setting expiration headers on jpgs, gifs, icos, etc. I replaced this: location ~* ^.+(jpg|jpeg|gif|css|png|js|ico)$ { with this: location ~* \.(jpg|jpeg|gif|css|png|js|ico)$ { And now urls ending in css, js, png, etc, are properly routed through the front controller. Hopefully that helps someone else out.

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  • Text rotation in IE 9

    - by John Bowden
    Hi there I'm attempting to rotate a piece of text on its end within a div using the following different methods. writing-mode: tb-rl; filter: FlipH FlipV; and: -ms-transform: rotate(-90deg); filter: progid:DXImageTransform.Microsoft.Matrix(M11=6.123233995736766e-17, M12=1, M21=-1, M22=6.123233995736766e-17, sizingMethod='auto expand'); Although the text rotates properly in all browsers using either method and even IE all the way up to and including 8. IE 9 produces a horrid pixelated text which is nigh unreadable. Alongside this, IE9 also subtly breaks the layout of various pieces in the application which could be part of the same underlying problem perhaps. If anyone knows a way around this I would be most appreciative. John

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  • Formatting pwd/ls for use with scp

    - by eumiro
    I have two terminal windows with bash. One is local on the client computer, another one has an SSH-session on the server. On the server, I am in a directory and seeing a file I would like to copy to my client using scp from the client. On the server I see: user@server:/path$ ls filename filename I can now type scp in the client shell, select and copy the user@server:/path from the server shell and paste to the client shell, then type slash and copy and paste the filename and append a dot to get: user@client:~$ scp user@server:/path/filename . to scp a file from the server to the client. Now I am searching for a command on the server, that would work like this: user@server:/path$ special_ls filename user@server:/path/filename which would give me the complete scp-ready string to copy&paste to the client shell. Something in the form echo $USER@$HOSTNAME:${pwd}/$filename working with relative/absolute paths. Is there any such command/switch combination or do I have to hack it myself? Thank you very much.

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  • write.table in R screws up header when has rownames

    - by Yannick Wurm
    Hello, check this example: > a = matrix(1:9, nrow = 3, ncol = 3, dimnames = list(LETTERS[1:3], LETTERS[1:3])) > a A B C A 1 4 7 B 2 5 8 C 3 6 9 the table displays correctly. There are two different ways of writing it to file... write.csv(a, 'a.csv') which gives as expected: "","A","B","C" "A",1,4,7 "B",2,5,8 "C",3,6,9 and write.table(a, 'a.txt') which screws up "A" "B" "C" "A" 1 4 7 "B" 2 5 8 "C" 3 6 9 indeed, an empty tab is missing.... which is a pain in the butt for downstream things. Is this a bug or a feature? Is there a workaround? (other than write.table(cbind(rownames(a), a), 'a.txt', row.names=FALSE) Cheers, yannick

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  • 3D Camera looking at arbitrary point, but never rolling to do so

    - by Nektarios
    (In C#/XNA 4.0) I have Vector3 cameraPosition, Vector3 targetPosition I want to have my camera look at the target, always 'facing' it, but never rolling So roll always is neutral, to view the target the camera always either adjusts pitch or yaw I've tried countless combinations of methods and information I find here and on the web but I haven't found anything that works properly. I think my issue may be my 'Up' vector (which I've tried .Up, 1,0,0, 0,1,0, 0,0,1) When I move my camera I do: CameraPosition += moveSpeed * vectorToAdd; UpdateViewMatrix(); UpdateViewMatrix() is.. well, I've tried everything I have seen. At most simple... View = Matrix.CreateLookAt(CameraPosition, targetPosition, upVector); Where upVector has been Vector3.Up, 1, 0, 0; 0, 1, 0; 0, 0, 1, or other more 'proper' attempts to get my actual up vector. This sounds like it's probably my problem.. This should be dead simple, help!

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  • why arrayfun does NOT improve my struct array operation performance

    - by HaveF
    here is the input data: % @param Landmarks: % Landmarks should be 1*m struct. % m is the number of training set. % Landmark(i).data is a n*2 matrix old function: function Landmarks=CenterOfGravity(Landmarks) % align center of gravity for i=1 : length(Landmarks) Landmarks(i).data=Landmarks(i).data - ones(size(Landmarks(i).data,1),1)... *mean(Landmarks(i).data); end end new function which use arrayfun: function [Landmarks] = center_to_gravity(Landmarks) Landmarks = arrayfun(@(struct_data)... struct('data', struct_data.data - repmat(mean(struct_data.data), [size(struct_data.data, 1), 1]))... ,Landmarks); end %function center_to_gravity when using profiler, I find the usage of time is NOT what I expected: Function Total Time Self Time* CenterOfGravity 0.011s 0.004 s center_to_gravity 0.029s 0.001 s Can someone tell me why? BTW...I can't add "arrayfun" as a new tag for my reputation.

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  • Constructor/Destructor involving a class and a struct

    - by Bogdan Maier
    I am working on a program and need to make an array of objects, specifically I have a 31x1 array where each position is an object, (each object is basically built out of 6 ints). Here is what I have but something is wrong and i could use some help thank you. 31x1 struct header" const int days=31; struct Arr{ int days; int *M; }; typedef Arr* Array; 31x1 matrix constructor: void constr(){ int *M; M = new Expe[31]; // Expe is the class class header: class Expe { private: //0-HouseKeeping, 1-Food, 2-Transport, 3-Clothing, 4-TelNet, 5-others int *obj; } Class object constructor: Expe::Expe() { this->obj=new int[6]; } help please... because i`m pretty lost.

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  • [C#] How to share a variable between two classes?

    - by Altefquatre
    Hello, How would you share the same object between two other objects? For instance, I'd like something in that flavor: class A { private string foo_; // It could be any other class/struct too (Vector3, Matrix...) public A (string shared) { this.foo_ = shared; } public void Bar() { this.foo_ = "changed"; } } ... // inside main string str = "test"; A a = new A(str); Console.WriteLine(str); // "test" a.Bar(); Console.WriteLine(str); // I get "test" instead of "changed"... :( I read there is some ref/out stuff, but I couldn't get what I'm asking here. I could only apply some changes in the methods scope where I was using ref/out arguments... I also read we could use pointers, but is there no other way to do it? Thanks Altefquatre

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  • Count the number of ways in which a number 'A' can be broken into a sum of 'B' numbers such that all numbers are co-prime to 'C'

    - by rajneesh2k10
    I came across the solution of a problem which involve dynamic-programming approach, solved using a three dimensional matrix. Link to actual problem is: http://community.topcoder.com/stat?c=problem_statement&pm=12189&rd=15177 Solution to this problem is here under MuddyRoad2: http://apps.topcoder.com/wiki/display/tc/SRM+555 In the last paragraph of explanation, author describes a dynamic programming approach to count the number of ways in which a number 'A' can be broken into a sum of 'B' numbers (not necessarily different), such that every number is co-prime to 3 and the order in which these numbers appear does matter. I am not able to grasp that approach. Can anyone help me understand how DP is acting here. I can't understand what is a state here and how it is derived from the previous state.

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  • Matlab - Propagate unit vectors on to the edge of shape boundaries

    - by Graham
    Hi I have a set of unit vectors which I want to propagate on to the edge of shape boundary defined by a binary image. The shape boundary is defined by a 1px wide white edge. I also have the coordinates of these points stored in a 2 row by n column matrix. The shape forms a concave boundary with no holes within itself made of around 2500 points. What would be the best method to do this? Are there some sort of ray tracing algorithms that could be used? Or would it be a case of taking the unit vector and multiplying it by a scalar and testing after multiplication if the end point of the vector is outside the shape boundary. When the end point of the unit vector is outside the shape, just find the point of intersection? Thank you very much in advance for any help!

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  • Trying to draw textured triangles on device fails, but the emulator works. Why?

    - by Dinedal
    I have a series of OpenGL-ES calls that properly render a triangle and texture it with alpha blending on the emulator (2.0.1). When I fire up the same code on an actual device (Droid 2.0.1), all I get are white squares. This suggests to me that the textures aren't loading, but I can't figure out why they aren't loading. All of my textures are 32-bit PNGs with alpha channels, under res/raw so they aren't optimized per the sdk docs. Here's how I am loading my textures: private void loadGLTexture(GL10 gl, Context context, int reasource_id, int texture_id) { //Get the texture from the Android resource directory Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(), reasource_id, sBitmapOptions); //Generate one texture pointer... gl.glGenTextures(1, textures, texture_id); //...and bind it to our array gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[texture_id]); //Create Nearest Filtered Texture gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); //Different possible texture parameters, e.g. GL10.GL_CLAMP_TO_EDGE gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT); //Use the Android GLUtils to specify a two-dimensional texture image from our bitmap GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); //Clean up bitmap.recycle(); } Here's how I am rendering the texture: //Clear gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); //Enable vertex buffer gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer); //Push transformation matrix gl.glPushMatrix(); //Transformation matrices gl.glTranslatef(x, y, 0.0f); gl.glScalef(scalefactor, scalefactor, 0.0f); gl.glColor4f(1.0f,1.0f,1.0f,1.0f); //Bind the texture gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[textureid]); //Draw the vertices as triangles gl.glDrawElements(GL10.GL_TRIANGLES, indices.length, GL10.GL_UNSIGNED_BYTE, indexBuffer); //Pop the matrix back to where we left it gl.glPopMatrix(); //Disable the client state before leaving gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); And here are the options I have enabled: gl.glShadeModel(GL10.GL_SMOOTH); //Enable Smooth Shading gl.glEnable(GL10.GL_DEPTH_TEST); //Enables Depth Testing gl.glDepthFunc(GL10.GL_LEQUAL); //The Type Of Depth Testing To Do gl.glEnable(GL10.GL_TEXTURE_2D); gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_SRC_ALPHA,GL10.GL_ONE_MINUS_SRC_ALPHA); Edit: I just tried supplying a BitmapOptions to the BitmapFactory.decodeResource() call, but this doesn't seem to fix the issue, despite manually setting the same preferredconfig, density, and targetdensity. Edit2: As requested, here is a screenshot of the emulator working. The underlaying triangles are shown with a circle texture rendered onto it, the transparency is working because you can see the black background. Here is a shot of what the droid does with the exact same code on it: Edit3: Here are my BitmapOptions, updated the call above with how I am now calling the BitmapFactory, still the same results as below: sBitmapOptions.inPreferredConfig = Bitmap.Config.RGB_565; sBitmapOptions.inDensity = 160; sBitmapOptions.inTargetDensity = 160; sBitmapOptions.inScreenDensity = 160; sBitmapOptions.inDither = false; sBitmapOptions.inSampleSize = 1; sBitmapOptions.inScaled = false; Here are my vertices, texture coords, and indices: /** The initial vertex definition */ private static final float vertices[] = { -1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 0.0f, -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f }; /** The initial texture coordinates (u, v) */ private static final float texture[] = { //Mapping coordinates for the vertices 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f }; /** The initial indices definition */ private static final byte indices[] = { //Faces definition 0,1,3, 0,3,2 }; Is there anyway to dump the contents of the texture once it's been loaded into OpenGL ES? Maybe I can compare the emulator's loaded texture with the actual device's loaded texture? I did try with a different texture (the default android icon) and again, it works fine for the emulator but fails to render on the actual phone. Edit4: Tried switching around when I do texture loading. No luck. Tried using a constant offset of 0 to glGenTextures, no change. Is there something that I'm using that the emulator supports that the actual phone does not? Edit5: Per Ryan below, I resized my texture from 200x200 to 256x256, and the issue was NOT resolved. Edit: As requested, added the calls to glVertexPointer and glTexCoordPointer above. Also, here is the initialization of vertexBuffer, textureBuffer, and indexBuffer: ByteBuffer byteBuf = ByteBuffer.allocateDirect(vertices.length * 4); byteBuf.order(ByteOrder.nativeOrder()); vertexBuffer = byteBuf.asFloatBuffer(); vertexBuffer.put(vertices); vertexBuffer.position(0); byteBuf = ByteBuffer.allocateDirect(texture.length * 4); byteBuf.order(ByteOrder.nativeOrder()); textureBuffer = byteBuf.asFloatBuffer(); textureBuffer.put(texture); textureBuffer.position(0); indexBuffer = ByteBuffer.allocateDirect(indices.length); indexBuffer.put(indices); indexBuffer.position(0); loadGLTextures(gl, this.context);

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  • Performance: float to int cast and clippling result to range

    - by durandai
    I'm doing some audio processing with float. The result needs to be converted back to PCM samples, and I noticed that the cast from float to int is surprisingly expensive. Whats furthermore frustrating that I need to clip the result to the range of a short (-32768 to 32767). While I would normally instictively assume that this could be assured by simply casting float to short, this fails miserably in Java, since on the bytecode level it results in F2I followed by I2S. So instead of a simple: int sample = (short) flotVal; I needed to resort to this ugly sequence: int sample = (int) floatVal; if (sample > 32767) { sample = 32767; } else if (sample < -32768) { sample = -32768; } Is there a faster way to do this? (about ~6% of the total runtime seems to be spent on casting, while 6% seem to be not that much at first glance, its astounding when I consider that the processing part involves a good chunk of matrix multiplications and IDCT)

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  • Python OpenGL Can't Redraw Scene

    - by RobbR
    I'm getting started with OpenGL and shaders using GLUT and PyOpenGL. I can draw a basic scene but for some reason I can't get it to update. E.g. any changes I make during idle(), display(), or reshape() are not reflected. Here are the methods: def display(self): glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ) glMatrixMode(GL_MODELVIEW) glLoadIdentity() glUseProgram(self.shader_program) self.m_vbo.bind() glEnableClientState( GL_VERTEX_ARRAY ) glVertexPointerf(self.m_vbo) glDrawArrays(GL_TRIANGLES, 0, len(self.m_vbo)) glutSwapBuffers() glutReportErrors() def idle(self): test_change += .1 self.m_vbo = vbo.VBO( array([ [ test_change, 1, 0 ], # triangle [ -1,-1, 0 ], [ 1,-1, 0 ], [ 2,-1, 0 ], # square [ 4,-1, 0 ], [ 4, 1, 0 ], [ 2,-1, 0 ], [ 4, 1, 0 ], [ 2, 1, 0 ], ],'f') ) glutPostRedisplay() def begin(self): glutInit() glutInitWindowSize(400, 400) glutCreateWindow("Simple OpenGL") glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB) glutDisplayFunc(self.display) glutReshapeFunc(self.reshape) glutMouseFunc(self.mouse) glutMotionFunc(self.motion) glutIdleFunc(self.idle) self.define_shaders() glutMainLoop() I'd like to implement a time step in idle() but even basic changes to the vertices or tranlastions and rotations on the MODELVIEW matrix don't display. It just puts up the initial state and does not update. Am I missing something?

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  • Show me some cool python list comprehensions

    - by christangrant
    One of the major strengths of python and a few other (functional) programming languages are the list comprehension. They allow programmers to write complex expressions in 1 line. They may be confusing at first but if one gets used to the syntax, it is much better than nested complicated for loops. With that said, please share with me some of the coolest uses of list comprehensions. (By cool, I just mean useful) It could be for some programming contest, or a production system. For example: To do the transpose of a matrix mat >>> mat = [ ... [1, 2, 3], ... [4, 5, 6], ... [7, 8, 9], ... ] >>> [[row[i] for row in mat] for i in [0, 1, 2]] [[1, 4, 7], [2, 5, 8], [3, 6, 9]] Please include a description of the expression and where it was used (if possible).

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  • Getting object coordinates from camera

    - by user566757
    I've implemented a camera in Java using a position vector and three direction vectors so I can use gluLookAt(); moving around in `ghost mode' works fine enough, but I want to add collision detection. I can't seem to figure out how to transform my position vector to coordinates in which OpenGL draws my objects. A rough sketch of my drawing loop is this: glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); camera.setView(); drawer.drawTheScene(); I'm at a loss of how to proceed; looking at the ModelView matrix between calls and my position vector, I haven't found any kind of correlation.

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  • Why the valid looking statement gives error in MATLAB?

    - by user198729
    It's from this question? Why the two solutions doesn't work, though it looks very valid for me: >> t = -pi:0.1:pi; >> r = ((sin(t)*sqrt(cos(t)))*(sin(t) + (7/5))^(-1)) - 2*sin(t) + 2 ; ??? Error using ==> mtimes Inner matrix dimensions must agree. >> t = -pi:0.1:pi; >> r = ((sin(t).*sqrt(cos(t))).*(sin(t) + (7/5)).^(-1)) - 2*sin(t) + 2 ; >> plot(r,t) ??? Error using ==> plot Vectors must be the same lengths. What's wrong with the above?

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