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  • C++ assignment operators dynamic arrays

    - by user2905445
    First off i know the multiplying part is wrong but i have some questions about the code. 1. When i am overloading my operator+ i print out the matrix using cout << *this then right after i return *this and when i do a+b on matix a and matix b it doesnt give me the same thing this is very confusing. 2. When i make matrix c down in my main i cant use my default constructor for some reason because when i go to set it = using my assignment operator overloaded function it gives me an error saying "expression must be a modifiable value. although using my constructor that sets the row and column numbers is the same as my default constructor using (0,0). 3. My assignment operator= function uses a copy constructor to make a new matrix using the values on the right hand side of the equal sign and when i print out c it doesn't give me anything Any help would be great this is my hw for a algorithm class which i still need to do the algorithm for the multiplying matrices but i need to solve these issues first and im having a lot of trouble please help. //Programmer: Eric Oudin //Date: 10/21/2013 //Description: Working with matricies #include <iostream> using namespace std; class matrixType { public: friend ostream& operator<<(ostream&, const matrixType&); const matrixType& operator*(const matrixType&); matrixType& operator+(const matrixType&); matrixType& operator-(const matrixType&); const matrixType& operator=(const matrixType&); void fillMatrix(); matrixType(); matrixType(int, int); matrixType(const matrixType&); ~matrixType(); private: int **matrix; int rowSize; int columnSize; }; ostream& operator<< (ostream& osObject, const matrixType& matrix) { osObject << endl; for (int i=0;i<matrix.rowSize;i++) { for (int j=0;j<matrix.columnSize;j++) { osObject << matrix.matrix[i][j] <<", "; } osObject << endl; } return osObject; } const matrixType& matrixType::operator=(const matrixType& matrixRight) { matrixType temp(matrixRight); cout << temp; return temp; } const matrixType& matrixType::operator*(const matrixType& matrixRight) { matrixType temp(rowSize*matrixRight.columnSize, columnSize*matrixRight.rowSize); if(rowSize == matrixRight.columnSize) { for (int i=0;i<rowSize;i++) { for (int j=0;j<columnSize;j++) { temp.matrix[i][j] = matrix[i][j] * matrixRight.matrix[i][j]; } } } else { cout << "Cannot multiply matricies that have different size rows from the others columns." << endl; } return temp; } matrixType& matrixType::operator+(const matrixType& matrixRight) { if(rowSize == matrixRight.rowSize && columnSize == matrixRight.columnSize) { for (int i=0;i<rowSize;i++) { for (int j=0;j<columnSize;j++) { matrix[i][j] += matrixRight.matrix[i][j]; } } } else { cout << "Cannot add matricies that are different sizes." << endl; } cout << *this; return *this; } matrixType& matrixType::operator-(const matrixType& matrixRight) { matrixType temp(rowSize, columnSize); if(rowSize == matrixRight.rowSize && columnSize == matrixRight.columnSize) { for (int i=0;i<rowSize;i++) { for (int j=0;j<columnSize;j++) { matrix[i][j] -= matrixRight.matrix[i][j]; } } } else { cout << "Cannot subtract matricies that are different sizes." << endl; } return *this; } void matrixType::fillMatrix() { for (int i=0;i<rowSize;i++) { for (int j=0;j<columnSize;j++) { cout << "Enter the matix number at (" << i << "," << j << "):"; cin >> matrix[i][j]; } } } matrixType::matrixType() { rowSize=0; columnSize=0; matrix = new int*[rowSize]; for (int i=0; i < rowSize; i++) { matrix[i] = new int[columnSize]; } } matrixType::matrixType(int setRows, int setColumns) { rowSize=setRows; columnSize=setColumns; matrix = new int*[rowSize]; for (int i=0; i < rowSize; i++) { matrix[i] = new int[columnSize]; } } matrixType::matrixType(const matrixType& otherMatrix) { rowSize=otherMatrix.rowSize; columnSize=otherMatrix.columnSize; matrix = new int*[rowSize]; for (int i = 0; i < rowSize; i++) { for (int j = 0; j < columnSize; j++) { matrix[i]=new int[columnSize]; matrix[i][j]=otherMatrix.matrix[i][j]; } } } matrixType::~matrixType() { delete [] matrix; } int main() { matrixType a(2,2); matrixType b(2,2); matrixType c(0,0); cout << "fill matrix a:"<< endl;; a.fillMatrix(); cout << "fill matrix b:"<< endl;; b.fillMatrix(); cout << a; cout << b; c = a+b; cout <<"matrix a + matrix b =" << c; system("PAUSE"); return 0; }

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  • Calculating a Sample Covariance Matrix for Groups with plyr

    - by John A. Ramey
    I'm going to use the sample code from http://gettinggeneticsdone.blogspot.com/2009/11/split-apply-and-combine-in-r-using-plyr.html for this example. So, first, let's copy their example data: mydata=data.frame(X1=rnorm(30), X2=rnorm(30,5,2), SNP1=c(rep("AA",10), rep("Aa",10), rep("aa",10)), SNP2=c(rep("BB",10), rep("Bb",10), rep("bb",10))) I am going to ignore SNP2 in this example and just pretend the values in SNP1 denote group membership. So then, I may want some summary statistics about each group in SNP1: "AA", "Aa", "aa". Then if I want to calculate the means for each variable, it makes sense (modifying their code slightly) to use: > ddply(mydata, c("SNP1"), function(df) data.frame(meanX1=mean(df$X1), meanX2=mean(df$X2))) SNP1 meanX1 meanX2 1 aa 0.05178028 4.812302 2 Aa 0.30586206 4.820739 3 AA -0.26862500 4.856006 But what if I want the sample covariance matrix for each group? Ideally, I would like a 3D array, where the I have the covariance matrix for each group, and the third dimension denotes the corresponding group. I tried a modified version of the previous code and got the following results that have convinced me that I'm doing something wrong. > daply(mydata, c("SNP1"), function(df) cov(cbind(df$X1, df$X2))) , , = 1 SNP1 1 2 aa 1.4961210 -0.9496134 Aa 0.8833190 -0.1640711 AA 0.9942357 -0.9955837 , , = 2 SNP1 1 2 aa -0.9496134 2.881515 Aa -0.1640711 2.466105 AA -0.9955837 4.938320 I was thinking that the dim() of the 3rd dimension would be 3, but instead, it is 2. Really this is a sliced up version of the covariance matrix for each group. If we manually compute the sample covariance matrix for aa, we get: [,1] [,2] [1,] 1.4961210 -0.9496134 [2,] -0.9496134 2.8815146 Using plyr, the following gives me what I want in list() form: > dlply(mydata, c("SNP1"), function(df) cov(cbind(df$X1, df$X2))) $aa [,1] [,2] [1,] 1.4961210 -0.9496134 [2,] -0.9496134 2.8815146 $Aa [,1] [,2] [1,] 0.8833190 -0.1640711 [2,] -0.1640711 2.4661046 $AA [,1] [,2] [1,] 0.9942357 -0.9955837 [2,] -0.9955837 4.9383196 attr(,"split_type") [1] "data.frame" attr(,"split_labels") SNP1 1 aa 2 Aa 3 AA But like I said earlier, I would really like this in a 3D array. Any thoughts on where I went wrong with daply() or suggestions? Of course, I could typecast the list from dlply() to a 3D array, but I'd rather not do this because I will be repeating this process many times in a simulation. As a side note, I found one method (http://www.mail-archive.com/[email protected]/msg86328.html) that provides the sample covariance matrix for each group, but the outputted object is bloated. Thanks in advance.

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  • Reporting Services - It's a Wrap!

    - by smisner
    If you have any experience at all with Reporting Services, you have probably developed a report using the matrix data region. It's handy when you want to generate columns dynamically based on data. If users view a matrix report online, they can scroll horizontally to view all columns and all is well. But if they want to print the report, the experience is completely different and you'll have to decide how you want to handle dynamic columns. By default, when a user prints a matrix report for which the number of columns exceeds the width of the page, Reporting Services determines how many columns can fit on the page and renders one or more separate pages for the additional columns. In this post, I'll explain two techniques for managing dynamic columns. First, I'll show how to use the RepeatRowHeaders property to make it easier to read a report when columns span multiple pages, and then I'll show you how to "wrap" columns so that you can avoid the horizontal page break. Included with this post are the sample RDLs for download. First, let's look at the default behavior of a matrix. A matrix that has too many columns for one printed page (or output to page-based renderer like PDF or Word) will be rendered such that the first page with the row group headers and the inital set of columns, as shown in Figure 1. The second page continues by rendering the next set of columns that can fit on the page, as shown in Figure 2.This pattern continues until all columns are rendered. The problem with the default behavior is that you've lost the context of employee and sales order - the row headers - on the second page. That makes it hard for users to read this report because the layout requires them to flip back and forth between the current page and the first page of the report. You can fix this behavior by finding the RepeatRowHeaders of the tablix report item and changing its value to True. The second (and subsequent pages) of the matrix now look like the image shown in Figure 3. The problem with this approach is that the number of printed pages to flip through is unpredictable when you have a large number of potential columns. What if you want to include all columns on the same page? You can take advantage of the repeating behavior of a tablix and get repeating columns by embedding one tablix inside of another. For this example, I'm using SQL Server 2008 R2 Reporting Services. You can get similar results with SQL Server 2008. (In fact, you could probably do something similar in SQL Server 2005, but I haven't tested it. The steps would be slightly different because you would be working with the old-style matrix as compared to the new-style tablix discussed in this post.) I created a dataset that queries AdventureWorksDW2008 tables: SELECT TOP (100) e.LastName + ', ' + e.FirstName AS EmployeeName, d.FullDateAlternateKey, f.SalesOrderNumber, p.EnglishProductName, sum(SalesAmount) as SalesAmount FROM FactResellerSales AS f INNER JOIN DimProduct AS p ON p.ProductKey = f.ProductKey INNER JOIN DimDate AS d ON d.DateKey = f.OrderDateKey INNER JOIN DimEmployee AS e ON e.EmployeeKey = f.EmployeeKey GROUP BY p.EnglishProductName, d.FullDateAlternateKey, e.LastName + ', ' + e.FirstName, f.SalesOrderNumber ORDER BY EmployeeName, f.SalesOrderNumber, p.EnglishProductName To start the report: Add a matrix to the report body and drag Employee Name to the row header, which also creates a group. Next drag SalesOrderNumber below Employee Name in the Row Groups panel, which creates a second group and a second column in the row header section of the matrix, as shown in Figure 4. Now for some trickiness. Add another column to the row headers. This new column will be associated with the existing EmployeeName group rather than causing BIDS to create a new group. To do this, right-click on the EmployeeName textbox in the bottom row, point to Insert Column, and then click Inside Group-Right. Then add the SalesOrderNumber field to this new column. By doing this, you're creating a report that repeats a set of columns for each EmployeeName/SalesOrderNumber combination that appears in the data. Next, modify the first row group's expression to group on both EmployeeName and SalesOrderNumber. In the Row Groups section, right-click EmployeeName, click Group Properties, click the Add button, and select [SalesOrderNumber]. Now you need to configure the columns to repeat. Rather than use the Columns group of the matrix like you might expect, you're going to use the textbox that belongs to the second group of the tablix as a location for embedding other report items. First, clear out the text that's currently in the third column - SalesOrderNumber - because it's already added as a separate textbox in this report design. Then drag and drop a matrix into that textbox, as shown in Figure 5. Again, you need to do some tricks here to get the appearance and behavior right. We don't really want repeating rows in the embedded matrix, so follow these steps: Click on the Rows label which then displays RowGroup in the Row Groups pane below the report body. Right-click on RowGroup,click Delete Group, and select the option to delete associated rows and columns. As a result, you get a modified matrix which has only a ColumnGroup in it, with a row above a double-dashed line for the column group and a row below the line for the aggregated data. Let's continue: Drag EnglishProductName to the data textbox (below the line). Add a second data row by right-clicking EnglishProductName, pointing to Insert Row, and clicking Below. Add the SalesAmount field to the new data textbox. Now eliminate the column group row without eliminating the group. To do this, right-click the row above the double-dashed line, click Delete Rows, and then select Delete Rows Only in the message box. Now you're ready for the fit and finish phase: Resize the column containing the embedded matrix so that it fits completely. Also, the final column in the matrix is for the column group. You can't delete this column, but you can make it as small as possible. Just click on the matrix to display the row and column handles, and then drag the right edge of the rightmost column to the left to make the column virtually disappear. Next, configure the groups so that the columns of the embedded matrix will wrap. In the Column Groups pane, right-click ColumnGroup1 and click on the expression button (labeled fx) to the right of Group On [EnglishProductName]. Replace the expression with the following: =RowNumber("SalesOrderNumber" ). We use SalesOrderNumber here because that is the name of the group that "contains" the embedded matrix. The next step is to configure the number of columns to display before wrapping. Click any cell in the matrix that is not inside the embedded matrix, and then double-click the second group in the Row Groups pane - SalesOrderNumber. Change the group expression to the following expression: =Ceiling(RowNumber("EmployeeName")/3) The last step is to apply formatting. In my example, I set the SalesAmount textbox's Format property to C2 and also right-aligned the text in both the EnglishProductName and the SalesAmount textboxes. And voila - Figure 6 shows a matrix report with wrapping columns. Share this post: email it! | bookmark it! | digg it! | reddit! | kick it! | live it!

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  • theoretical and practical matrix multiplication FLOP

    - by mjr
    I wrote traditional matrix multiplication in c++ and tried to measure and compare its theoretical and practical FLOP. As I know inner loop of MM has 2 operation therefore simple MM theoretical Flops is 2*n*n*n (2n^3) but in practice I get something like 4n^3 + number of operation which is 2 i.e. 6n^3 also if I just try to add up only one array a[i][j]++ practical flops then calculate like 3n^3 and not n^3 as you see again it is 2n^3 +1 operation and not 1 operation * n^3 . This is in case if I use 1D array in three nested loops as Matrix multiplication and compare flop, practical flop is the same (near) the theoretical flop and depend exactly as the number of operation in inner loop.I could not find the reason for this behaviour. what is the reason in both case? I know that theoretical flop is not the same as practical one because of some operations like load etc. system specification: Intel core2duo E4500 3700g memory L2 cache 2M x64 fedora 17 sample results: Matrix matrix multiplication 512*512 Real_time: 1.718368 Proc_time: 1.227672 Total flpops: 807,107,072 MFLOPS: 657.429016 Real_time: 3.608078 Proc_time: 3.042272 Total flpops: 807,024,448 MFLOPS: 265.270355 theoretical flop: 2*512*512*512=268,435,456 Practical flops= 6*512^3 =807,107,072 Using 1 dimensional array float d[size][size]:512 or any size for (int j = 0; j < size; ++j) { for (int k = 0; k < size; ++k) { d[k]=d[k]+e[k]+f[k]+g[k]+r; } } Real_time: 0.002288 Proc_time: 0.002260 Total flpops: 1,048,578 MFLOPS: 464.027161 theroretical flop: *4n^2=4*512^2=1,048,576* practical flop : 4n^2+overhead (other operation?)=1,048,578 3 loop version: Real_time: 1.282257 Proc_time: 1.155990 Total flpops: 536,872,000 MFLOPS: 464.426117 theoretical flop:4n^3 = 536,870,912 practical flop: *4n^3=4*512^3+overheads(other operation?)=536,872,000* thank you

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  • creating matrix with probabilities

    - by John Chan
    Hi all, I want to generate a matrix of NxN to test some code that I have where each row contains floats as the elements and has to add up to 1 (i.e. a row with a set of probabilities). Where it gets tricky is that I want to make sure that randomly some of the elements should be 0 (in fact most of the elements should be 0 except for some random ones to be the probabilities). I need the probabilities to be 1/m where m is the number of elements that are not 0 within a single row. I tried to think of ways to output this, but essentially I would need this stored in a C++ array. So even if I output to a file I would still have the issue of not having it in array as I need it. At the end of it all I need that array because I want to generate a Market Matrix file. I found an implementation in C++ to take an array and convert it to the market matrix file, so this is what I am basing my findings on. My input for the rest of the code takes in this market matrix file so I need that to be the primary form of output. The language does not matter, I just want to generate the file at the end (I found a way mmwrite and mmread in python as well) Please help, I am stuck and not really sure how to implement this.

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  • OPENGLES 2.0 equivalent of glorthof?

    - by Zippo
    Hi Guys, In my iphone app, i need to project 3d scene into the 2D coordinates of the screen for some calculations. My objects go through various rotations, translations and scaling. So i figured i need to multiply the vertices with ModelView matrix first, then i need to multiply it with the Orthogonal projection matrix. First of all am on the right track? I have the Model View Matrix, but need the projection matrix. Is there a glorthof equivalent in ES 2.0? PS: i am new to opengl. Thanks for your help. Zippo

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  • hierarchical clustering with gene expression matrix in python

    - by user248237
    how can I do a hierarchical clustering (in this case for gene expression data) in Python in a way that shows the matrix of gene expression values along with the dendrogram? What I mean is like the example here: http://www.mathworks.cn/access/helpdesk/help/toolbox/bioinfo/ug/a1060813239b1.html shown after bullet point 6 (Figure 1), where the dendrogram is plotted to the left of the gene expression matrix, where the rows have been reordered to reflect the clustering. How can I do this in Python using numpy/scipy or other tools? Also, is it computationally practical to do this with a matrix of about 11,000 genes, using euclidean distance as a metric? thanks.

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  • Passing Boost uBLAS matrices to OpenGL shader

    - by AJM
    I'm writing an OpenGL program where I compute my own matrices and pass them to shaders. I want to use Boost's uBLAS library for the matrices, but I have little idea how to get a uBLAS matrix into OpenGL's shader uniform functions. matrix<GLfloat, column_major> projection(4, 4); // Fill matrix ... GLuint projectionU = glGetUniformLocation(shaderProgram, "projection"); glUniformMatrix4fv(projectionU, 1, 0, (GLfloat *)... Um ...); Trying to cast the matrix to a GLfloat pointer causes an invalid cast error on compile.

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  • Matrix multiplication in java (RE-POST)

    - by Chapax
    Apologies for the re-post; the earlier time I'd posted I did not have all the details. My colleague, who quit the firm was a C# programmer, was forced to write Java code that involved (large, dense) matrix multiplication. He's coded his own DataTable class in Java, in order to be able to a) create indexes to sort and join with other DataTables b) do matrix multiplication. The code in its current form is NOT maintainable/extensible. I want to clean up the code, and thought using something like R within Java will help me focus on business logic rather than sorting, joining, matrix multiplication, etc. Plus, I'm very new to the concept of DataTable; I just want to replace the DataTable with 2D arrays, and let R handle the rest. (I currently do not know how to join 2 large datasets in java very efficiently Please let me know what you think. Also, are there any simple examples that I can take a look at?

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  • Performance question: Inverting an array of pointers in-place vs array of values

    - by Anders
    The background for asking this question is that I am solving a linearized equation system (Ax=b), where A is a matrix (typically of dimension less than 100x100) and x and b are vectors. I am using a direct method, meaning that I first invert A, then find the solution by x=A^(-1)b. This step is repated in an iterative process until convergence. The way I'm doing it now, using a matrix library (MTL4): For every iteration I copy all coeffiecients of A (values) in to the matrix object, then invert. This the easiest and safest option. Using an array of pointers instead: For my particular case, the coefficients of A happen to be updated between each iteration. These coefficients are stored in different variables (some are arrays, some are not). Would there be a potential for performance gain if I set up A as an array containing pointers to these coefficient variables, then inverting A in-place? The nice thing about the last option is that once I have set up the pointers in A before the first iteration, I would not need to copy any values between successive iterations. The values which are pointed to in A would automatically be updated between iterations. So the performance question boils down to this, as I see it: - The matrix inversion process takes roughly the same amount of time, assuming de-referencing of pointers is non-expensive. - The array of pointers does not need the extra memory for matrix A containing values. - The array of pointers option does not have to copy all NxN values of A between each iteration. - The values that are pointed to the array of pointers option are generally NOT ordered in memory. Hopefully, all values lie relatively close in memory, but *A[0][1] is generally not next to *A[0][0] etc. Any comments to this? Will the last remark affect performance negatively, thus weighing up for the positive performance effects?

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  • Understanding The Convolution Matrix

    - by Ryan Naddy
    I am learning about the Convolution Matrix, and I understand how they work, but I don't understand how to know before hand what the output of a Matrix will look like. For example lets say I want to add a blur to an image, I could guess 10,000+ different combinations of numbers before I get the correct one. I do know though that this formula will give me a blur effect, but I have no idea why. float[] sharpen = new float[] { 1/9f, 1/9f, 1/9f, 1/9f, 1/9f, 1/9f, 1/9f, 1/9f, 1/9f }; Can anyone either explain to me how this works or point me to some article, that explains this? I would like to know before hand what a possible output of the matrix will be without guessing. Basically I would like to know why do we put that number in the filed, and why not some other number?

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  • Multiplying two matrices from two text files with unknown dimensions

    - by wes schwertner
    This is my first post here. I've been working on this c++ question for a while now and have gotten nowhere. Maybe you guys can give me some hints to get me started. My program has to read two .txt files each containing one matrix. Then it has to multiply them and output it to another .txt file. My confusion here though is how the .txt files are setup and how to get the dimensions. Here is an example of matrix 1.txt. #ivalue #jvalue value 1 1 1.0 2 2 1 The dimension of the matrix is 2x2. 1.0 0 0 1 Before I can start multiplying these matrices I need to get the i and j value from the text file. The only way I have found out to do this is int main() { ifstream file("a.txt"); int numcol; float col; for(int x=0; x<3;x++) { file>>col; cout<<col; if(x==1) //grabs the number of columns numcol=col; } cout<<numcol; } The problem is I don't know how to get to the second line to read the number of rows. And on top of that I don't think this will give me accurate results for other matrices files. Let me know if anything is unclear. UPDATE Thanks! I got getline to work correctly. But now I am running into another problem. In matrix B it is setup like: #ivalue #jvalue Value 1 1 0.1 1 2 0.2 2 1 0.3 2 2 0.4 I need to let the program know that it needs to go down 4 lines, maybe even more (The matrices dimensions are unknown. My matrix B example is a 2x2, but it could be a 20x20). I have a while(!file.eof()) loop my program to let it loop until the end of file. I know I need a dynamic array for multiplying, but would I need one here also? #include <iostream> #include <fstream> using namespace std; int main() { ifstream file("a.txt"); //reads matrix A while(!file.eof()) { int temp; int numcol; string numrow; float row; float col; for(int x=0; x<3;x++) { file>>col; if(x==1) { numcol=col; //number of columns } } string test; getline(file, test); //next line to get rows for(int x=0; x<3; x++) { file>>test; if(x==1) { numrow=test; //sets number of rows } } cout<<numrow; cout<<numcol<<endl; } ifstream file1("b.txt"); //reads matrix 2 while(!file1.eof()) { int temp1; int numcol1; string numrow1; float row1; float col1; for(int x=0; x<2;x++) { file1>>col1; if(x==1) numcol1=col1; //sets number of columns } string test1; getline(file1, test1); //In matrix B there are four rows. getline(file1, test1); //These getlines go down a row. getline(file1, test1); //Need help here. for(int x=0; x<2; x++) { file1>>test1; if(x==1) numrow1=test1; } cout<<numrow1; cout<<numcol1<<endl; } }

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  • Matlab: Randomize and Split

    - by Null-Hypothesis
    I have following data matrix in Matlab, I am trying to actually split this into multiple segments by passing a variable to a matlab function. But before splitting I would like to shuffle the matrix. The size of my matrix is 150X4 s.data 5.1000 3.5000 1.4000 0.2000 4.9000 3.0000 1.4000 0.2000 4.7000 3.2000 1.3000 0.2000 4.6000 3.1000 1.5000 0.2000 5.0000 3.6000 1.4000 0.2000 .. s = data: [150x4 double] labels: [150x1 double] Coming from R environment I find MatLab is very strange. Initially I thought the columns in matrix has a relationshop like in a R dataframe but thats wrong in my assumption.

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  • C++ template typedef

    - by Notinlist
    I have a class template<size_t N, size_t M> class Matrix { // .... }; I want to make a typedef which creates a Vector (column vector) which is equivalent to a Matrix with sizes N and 1. Something like that: typedef Matrix<N,1> Vector<N>; Which produces compile error. The following creates something similar, but not exactly what I want: template <int N> class Vector: public Matrix<N,1> { }; Is there a solution or a not too expensive workaround / best-practice for it? Thanks in advance!

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  • How can i use the Orientation correct for images

    - by user3578109
    I´m learning android/java by myself @the moment and i have a problem with a part of my app i´m learning on. I made the code with help of the www and my problem is that if i open an image from the gallery it´s send to the edit activity but in the activity pictures what are made in portrait mode are displayed always wrong (90° to the right side).... The codes are Matrix private Bitmap rotateBitmapToOrientation(Bitmap b, int orientation){ Matrix matrix = new Matrix(); matrix.postRotate(orientation); Canvas offscreenCanvas = new Canvas(); offscreenCanvas.drawBitmap(b, matrix, null); return b; } and the other one @Override protected void onActivityResult(int requestCode, int resultCode, Intent data) { super.onActivityResult(requestCode, resultCode, data); switch (requestCode) { case PICK_IMAGE_FROM_GALLERY: { if (resultCode == RESULT_OK) { Log.d(TAG, "Got Picture!"); Log.d(TAG,"File type - " + data.getType()); Uri photoUri = data.getData(); if (photoUri != null) { try { String[] filePathColumn = {MediaStore.Images.Media.DATA}; String[] orientationColumn = {MediaStore.Images.Media.ORIENTATION}; int orientation = -1; Cursor cursor = getContentResolver().query(photoUri, filePathColumn, null, null, null); cursor.moveToFirst(); int columnIndex = cursor.getColumnIndex(filePathColumn[0]); String filePath = cursor.getString(columnIndex); cursor.close(); cursor = getContentResolver().query(photoUri, orientationColumn, null, null, null); if(cursor != null && cursor.moveToFirst()){ orientation = cursor.getInt(cursor.getColumnIndex(orientationColumn[0])); } cursor.close(); HashMap<String, Integer> pRes = this.getImageResolutionSetting(); Bitmap shrunkenBitmap = FileUtilsHelper.shrinkBitmap(filePath, pRes.get("width"), pRes.get("height")); shrunkenBitmap = rotateBitmapToOrientation(shrunkenBitmap, orientation); String res = FileUtilsHelper.saveBitmapAsJpeg(shrunkenBitmap, this); Log.d(TAG,"File Path: " + res); shrunkenBitmap.recycle(); Intent editImage = new Intent(this, EditImage.class); editImage.addFlags(Intent.FLAG_ACTIVITY_FORWARD_RESULT); editImage.putExtra("stuff.path", res); startActivity(editImage); }catch(Exception e){ Toast.makeText(this, R.string.cant_save_image,Toast.LENGTH_SHORT).show(); } } } } break; } }} I don´t know what i´m doing wrong... I could really need a teacher on that :) Thx for your help dudes!!

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  • C# - can you name a matrix with the contents of a string

    - by RHodgett
    Basically I have x amount of matrices I need to establish of y by y size. I was hoping to name the matrices: matrixnumber1 matrixnumber2..matrixnumbern I cannot use an array as its matrices I have to form. Is it possible to use a string to name a string (or a matrix in this case)? Thank you in advance for any help on this! for (int i = 1; i <= numberofmatricesrequired; i++) { string number = Convert.ToString(i); Matrix (matrixnumber+number) = new Matrix(matrixsize, matrixsize); }

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  • Stage3D Camera problem

    - by Thomas Versteeg
    I am trying to create a 2D Stage3D game where you can move the camera around the level in an RTS style. I thought about using Orthographic Matrix3D functions for this but when I try to scroll the whole "stage" also scrolls. This is the Camera code: public function Camera2D(width:int, height:int, zoom:Number = 1) { resize(width, height); _zoom = zoom; } public function resize(width:Number, height:Number):void { _width = width; _height = height; _projectionMatrix = makeMatrix(0, width, 0, height); _recalculate = true; } protected function makeMatrix(left:Number, right:Number, top:Number, bottom:Number, zNear:Number = 0, zFar:Number = 1):Matrix3D { return new Matrix3D(Vector.<Number>([ 2 / (right - left), 0, 0, 0, 0, 2 / (top - bottom), 0, 0, 0, 0, 1 / (zFar - zNear), 0, 0, 0, zNear / (zNear - zFar), 1 ])); } public function get viewMatrix():Matrix3D { if (_recalculate) { _recalculate = false; _viewMatrix.identity(); _viewMatrix.appendTranslation( -_width / 2 - _x, -_height / 2 - y, 0); _viewMatrix.appendScale(_zoom, _zoom, 1); _renderMatrix.identity(); _renderMatrix.append(_viewMatrix); _renderMatrix.append(_projectionMatrix); } return _renderMatrix; } Here are two screenshots to show what I mean: How do I only let the inside of the stage3D scroll and not the whole stage?

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  • Screen space to world space

    - by user13414
    I am writing a 2D game where my game world has x axis running left to right, y axis running top to bottom, and z axis out of the screen: Whilst my game world is top-down, the game is rendered on a slight tilt: I'm working on projecting from world space to screen space, and vice-versa. I have the former working as follows: var viewport = new Viewport(0, 0, this.ScreenWidth, this.ScreenHeight); var screenPoint = viewport.Project(worldPoint.NegateY(), this.ProjectionMatrix, this.ViewMatrix, this.WorldMatrix); The NegateY() extension method does exactly what it sounds like, since XNA's y axis runs bottom to top instead of top to bottom. The screenshot above shows this all working. Basically, I have a bunch of points in 3D space that I then render in screen space. I can modify camera properties in real time and see it animate to the new position. Obviously my actual game will use sprites rather than points and the camera position will be fixed, but I'm just trying to get all the math in place before getting to that. Now, I am trying to convert back the other way. That is, given an x and y point in screen space above, determine the corresponding point in world space. So if I point the cursor at, say, the bottom-left of the green trapezoid, I want to get a world space reading of (0, 480). The z coordinate is irrelevant. Or, rather, the z coordinate will always be zero when mapping back to world space. Essentially, I want to implement this method signature: public Vector2 ScreenPointToWorld(Vector2 point) I've tried several things to get this working but am just having no luck. My latest thinking is that I need to call Viewport.Unproject twice with differing near/far z values, calculate the resultant Ray, normalize it, then calculate the intersection of the Ray with a Plane that basically represents ground-level of my world. However, I got stuck on the last step and wasn't sure whether I was over-complicating things. Can anyone point me in the right direction on how to achieve this?

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  • What's the standard location of a 3D clipping box?

    - by Kendall Frey
    The way I understand 3D rendering, polygons are transformed using several matrices, and they are then clipped if they are not inside a certain box, before projecting the box onto the screen. Before transformation, the visible area is typically a frustum, and after transformation, I am guessing it's a cube. This cube makes the clipping math easier than a frustum would. My question is, what's the 'standard' location/size for this clipping box? I can think of 3 possibilities: (0,0,0)-(1,1,1), (-0.5,-0.5,-0.5)-(0.5,0.5,0.5), (-1,-1,-1)-(1,1,1) Or is there no standard?

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  • How to Draw texture between 2 Vector3

    - by Sparky41
    My scenario: RTS combat style, 1 unit fires beam on another unit My problem is i want to draw a flat texture between 2 Vector3 points. I have looked at various Billboarding styles but that doesn't give me a proper solution. I looked at this: http://msdn.microsoft.com/en-us/library/bb464051.aspx is BasicEffect and DrawPrimitives the correct solution just stretch the texture to the distance between point of origin to target? I used the quad class they used but i found this it seemed to inflexible So my question to you is how would i go about this sort of problem? Regards

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  • Interpolating Matrices

    - by sebf
    Hello, Apologies if I am missing something very obvious (likely!) but is there anything wrong with interpolating between two matrices by: float d = (float)(targetTime.Ticks - keyframe_start.ticks) / (float)(keyframe_end.ticks - keyframe_start.ticks); return ((keyframe_start.Transform * (1 - d)) + (keyframe_end.Transform * d)); As in my app, when I try an use this to interpolate between two keyframes, the model begins to 'shrink' - the severity based on how far between the two keyframes the target time is; its worst when the transform split is ~50/50.

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  • Billboarding restricted to an axis (cylindrical)

    - by user8709
    I have succesfully created a GLSL shader for a billboarding effect. I want to tweak this to restrict the billboarding to an arbitrary axis, i.e. a billboarded quad only rotates itself about the y-axis. I use the y-axis as an example, but essentially I would like this to be an arbitrary axis. Can anyone show me how to modify my existing shader below, or if I need to start from scratch, point me towards some resources that could be helpful? precision mediump float; uniform mat4 u_modelViewProjectionMat; uniform mat4 u_modelMat; uniform mat4 u_viewTransposeMat; uniform vec3 u_axis; // <------------ !!! the arbitrary axis to restrict rotation around attribute vec3 a_position0; attribute vec2 a_texCoord0; varying vec2 v_texCoord0; void main() { vec3 pos = (a_position0.x * u_viewTransposeMat[0] + a_position0.y * u_viewTransposeMat[1]).xyz; vec4 position = vec4(pos, 1.0); v_texCoord0 = a_texCoord0; gl_Position = u_modelViewProjectionMat * position; }

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  • Stage3D: Camera pans the whole screen

    - by Thomas Versteeg
    I am trying to create a 2D Stage3D game where you can move the camera around the level in an RTS style. I thought about using Orthographic Matrix3D functions for this but when I try to scroll the whole "stage" also scrolls. This is the Camera code: public function Camera2D(width:int, height:int, zoom:Number = 1) { resize(width, height); _zoom = zoom; } public function resize(width:Number, height:Number):void { _width = width; _height = height; _projectionMatrix = makeMatrix(0, width, 0, height); _recalculate = true; } protected function makeMatrix(left:Number, right:Number, top:Number, bottom:Number, zNear:Number = 0, zFar:Number = 1):Matrix3D { return new Matrix3D(Vector.<Number>([ 2 / (right - left), 0, 0, 0, 0, 2 / (top - bottom), 0, 0, 0, 0, 1 / (zFar - zNear), 0, 0, 0, zNear / (zNear - zFar), 1 ])); } public function get viewMatrix():Matrix3D { if (_recalculate) { _recalculate = false; _viewMatrix.identity(); _viewMatrix.appendTranslation( -_width / 2 - _x, -_height / 2 - y, 0); _viewMatrix.appendScale(_zoom, _zoom, 1); _renderMatrix.identity(); _renderMatrix.append(_viewMatrix); _renderMatrix.append(_projectionMatrix); } return _renderMatrix; } And the camera is send directly to the GPU with: c3d.setProgramConstantsFromMatrix(Context3DProgramType.VERTEX, 0, cameraMatrix, true); And these are the shaders: ------Vertex Shader------ m44 op, va0, vc0 mov v0, va1.xy mov v0.z, va0.z ------Fragment Shader------ tex ft0, v0, fs0 <2d,linear,nomip> mov oc, ft1 Here is a example and here are two screenshots to show what I mean: How do I only let the inside of the stage3D scroll and not the whole stage?

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