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  • How to get Notepad++ to open files properly in Windows 8?

    - by zeel
    For some reason in Windows 8 if I try to open a file in Notepad++ by either rightclick "Edit witrh Notepad++" or by rightclick open with Notepad++ it will only bring NPP to the foreground, but not open the file. The only way to open a file seems to be with the open/browse button in NPP. This is far less efficient, as I already found the file, and must then find it a second time through the file browser. This is obviously a bug in either NPP, Win 8, or my system. Is anyone else experiancing this? if so, is there a way to fix it?

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  • Ubuntu openGL issues

    - by Dank101
    my OpenGL doesn't work at all i get Xlib: extension "GLX" missing on display ":0". lspci output 00:02.0 VGA compatible controller [0300]: Intel Corporation 2nd Generation Core Processor Family Integrated Graphics Controller [8086:0126] (rev 09) (prog-if 00 [VGA controller]) 01:00.0 VGA compatible controller [0300]: NVIDIA Corporation Device [10de:1246] (rev a1) (prog-if 00 [VGA controller]) dmesg | grep -i nvid [ 9.469068] nvidia: module license 'NVIDIA' taints kernel. [ 9.538786] nvidia 0000:01:00.0: power state changed by ACPI to D0 [ 9.538792] nvidia 0000:01:00.0: power state changed by ACPI to D0 [ 9.538796] nvidia 0000:01:00.0: enabling device (0006 -> 0007) [ 9.538803] nvidia 0000:01:00.0: PCI INT A -> GSI 16 (level, low) -> IRQ 16 [ 9.538809] nvidia 0000:01:00.0: setting latency timer to 64 [ 9.538942] NVRM: loading NVIDIA UNIX x86_64 Kernel Module 304.48 Sun Sep 9 [10300.955799] nvidia 0000:01:00.0: restoring config space at offset 0xf (was 0x100, writing 0x10b) [10300.955803] nvidia 0000:01:00.0: restoring config space at offset 0xc (was 0x0, writing 0xfff80000) [10300.955807] nvidia 0000:01:00.0: restoring config space at offset 0x9 (was 0x1, writing 0x4001) [10300.955811] nvidia 0000:01:00.0: restoring config space at offset 0x7 (was 0xc, writing 0xd000000c) [10300.955814] nvidia 0000:01:00.0: restoring config space at offset 0x5 (was 0xc, writing 0xc000000c) [10300.955817] nvidia 0000:01:00.0: restoring config space at offset 0x4 (was 0x0, writing 0xf0000000) [10300.955820] nvidia 0000:01:00.0: restoring config space at offset 0x3 (was 0x800000, writing 0x10) [10300.955823] nvidia 0000:01:00.0: restoring config space at offset 0x1 (was 0x100006, writing 0x100007) my computer is a dell XPS l702x

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  • Shortest-path algorithms which use a space-time tradeoff?

    - by Chris Mounce
    I need to find shortest paths in an unweighted, undirected graph. There are algorithms which can find a shortest path between two nodes, but this can take time. There are also algorithms for computing shortest paths for all pairs of nodes in the graph, but storing such a lookup table would take lots of disk space. What I'm wondering: Is there an algorithm which offers a space-time tradeoff that's somewhere between these two extremes? In other words, is there a way to speed up a shortest-path search, while using less disk space than would be occupied by an all-pairs shortest-path table? I know there are ways to efficiently store lookup tables for this problem, and I already have a couple of ideas for speeding up shortest-path searches using precomputed data. But I don't want to reinvent the wheel if there's already some established algorithm that solves this problem.

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  • How do I write a constant-space length function in Haskell?

    - by Bill
    The canonical implementation of length :: [a] -> Int is: length [] = 0 length (x:xs) = 1 + length xs which is very beautiful but suffers from stack overflow as it uses linear space. The tail-recursive version: length xs = length' xs 0 where length' [] n = n length' (x:xs) n = length xs (n + 1) doesn't suffer from this problem, but I don't understand how this can run in constant space in a lazy language. Isn't the runtime accumulating numerous (n + 1) thunks as it moves through the list? Shouldn't this function Haskell to consume O(n) space and lead to stack overflow? (if it matters, I'm using GHC)

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  • Before the lablel for each of the menu item, there is space with the some color, i want to remove th

    - by anandhinaveen
    Hello, I am using richfaces dropDownMenu component which contains a set of rich menuItems. When the menu items are displayed, a extra space is displayed before the lablel for each of the menu item. But I have a requirement of not displaying the space before the labels and to change the color. I used the css to reduce the space: .rich-menu-item-icon img { width: 0px; } .rich-menu-group-icon img { width: 0px; } but, i need to change the color in that place.

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  • C++: Why does space always terminate a string when read?

    - by Nullw0rm
    Using type std::string to accept a sentence, for practise (I haven't worked with strings in C++ much) I'm checking if a character is a vowel or not. I got this: for(i = 0; i <= analyse.length(); i++) { if(analyse[i] == 'a' || analyse[i] == 'e' [..etc..]) { ...vowels++; } else { ... ...consenents++; } This works fine if the string is all one word, but the second I add a space (IE: aeio aatest) it will only count the first block and count the space as a consenent, and quit reading the sentence (exiting the for loop or something). Does a space count as no character == null? Or some oddity with std::string?, It would be helpful to know why that is happening!

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  • What causes extra space and random alignment in my divs using the 960 grid system?

    - by tomdot
    I have an issue where elements in divs seemingly align randomly, not responding to any align tag, and where divs create extra space above or below its element. I'm using the 960 grid system and I have not altered the stock CSS file lest my fingers blow it up. I've put up a test page here, and please excuse some of the dodgy code :-D It's still in it's very early stages (as am I), but I don't feel I can move on until I can comfortably understand what is causing the issue. The best example on that page is the bottom horizontal bar and elements underneath. The bar adds a few pixels of dead space, and the elements below that align to different parts of their respective divs. Why is it that elements seemingly do not standardise their alignment given no instruction, and what causes extra space again where no instruction was given? My own thought was to relatively position everything individually, but I'm worried this will cause issues and 'break' the grid. Other than that, I unno. Thanks

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  • How do you know how much space an NSString (using default font) will occupy on a UITableView section

    - by paul_sns
    Basically I want to copy the behavior in iPhone's Calendar where the day of week (Mon, Tue, Wed) is on the left side of the table's section header (left justified) while the formatted date (Apr 1, 2010, May 1, 2010) based on locale is on the right side of the table's section header (right justified). I was thinking of inserting a variable amount of space in between the day of week and formatted date but I first need to know the actual space consumed by the text on both sides to figure out how much space to add. Hope to hear your thoughts on this. Thanks.

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  • Why can't I open file with doubleklick after I moved the application that opens it on windows?

    - by Glen S. Dalton
    I am on windows server 2003, but I guess it is the same on windows xp. I moved some movable applications (usually people create them for usb sticks) to locations like c:\bin\app1\app1.exe. The old location was c:\programs\app1\app1.exe app1.exe can open files of type *.ap1 When I rightclick file.ap1 and choose open with ... the Open with dialog appears. But it is not working how I expect in this situation. I can choose c:\bin\app1\app1.exe with the "Browse" button, but: app1.exe will not appear in the dialog where I just choosed it in the programs list, like I am used to it after clicking OK on it in the browse dialog. app1.exe will not open it when I click ok in the "Open with" dialog, the application that was assigned until then will still open it What could be the reason? my account is member of the administrators group I just changed the permissions of the folder c:\bin\app1\ and made sure that the group "Administrators" has all rights. I also inherited this manually to all subfodlers and subfiles. I also tried to move the application (with the whole folder) to "c:\program files\app1\app1.exe

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  • My Upcoming Talk at South Florida&rsquo;s ITPalooza 2012 - NuGet for Open Source and Enterprise Environments

    - by Sam Abraham
    I am very excited to be speaking at IT Palooza next week. As this event’s audience will span professionals working in different facets of Information Technology, I chose to speak on NuGet, an essential tool for any Microsoft Stack developer, as the topic can be of value to managers, architects, IT personnel, as well as developers. For more information on ITPalooza, please visit: http://itpalooza.e2mktg.com/ To register please visit: http://www.fladotnet.com/Reg.aspx?EventID=627   Below are the abstract and speaker bio: Leveraging NuGet for Open Source and Enterprise Environments NuGet is an open source package management system for .NET and Visual Studio that makes it easy to add, update, or remove external libraries in a .Net Project. In this session, we will be covering how NuGet makes open source libraries easily discoverable and usable. We will then move to demonstrate "NuGet for the Enterprise" as we setup a local library repository and configure NuGet to ensure external library versioning is consistent among project developers. Speakers: Sam Abraham is a Microsoft Certified Professional, Microsoft Certified Technology Specialist (MCTS ASP.Net 3.5, 4.0 and Silverlight 4) and Certified ScrumMaster (CSM) striving to leverage proven technology solutions to produce cost-effective, quality software that meets customer needs, timelines and budgets. He is currently a member of the Software Engineering Team at SISCO, the leader in maritime security solutions with customers including Princess, Carnival, and Royal Caribbean Cruise Lines as well as the US Coast Guard. A strong believer in learning through sharing and the value of community fellowship, Sam has been actively involved in the local community as leader of the West Palm Beach Developers' Group, volunteer board member at the International Association for All IT Architects South Florida Chapter (IASA), and former volunteer at the South Florida Chapter of the Project Management Institute (PMI).

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  • How to enable Unity 3D support in 12.04 using open-source drivers for RadeonHD cards?

    - by martin
    As the title says I can't enable the Unity 3D support when I'm using open-source drivers (xorg-edgers). I have an xfx Radeon HD 6950 by the way. If I install the proprietary 12.3 drivers from AMD it works, but I get poorer 2D performance than the open-source drivers and also I get some freezes and lock ups at random. So because of this I'm trying the open-source drivers and so far no issues at all, except this one. Running this command $ /usr/lib/nux/unity_support_test -p shows this: OpenGL vendor string: VMware, Inc. OpenGL renderer string: Gallium 0.4 on llvmpipe (LLVM 0x300) OpenGL version string: 2.1 Mesa 8.0.2 Not software rendered: no Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: no And this command $ lspci -nn | grep VGA shows: 01:00.0 VGA compatible controller [0300]: Advanced Micro Devices [AMD] nee ATI Cayman PRO [Radeon HD 6950] [1002:6719] So, is this normal? Do I need to go back to proprietary drivers to enable Unity 3D? If anyone can give me help, I'll much appreciate it.

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  • Loading images in XNA 4.0; "Cannot Open File" Problems

    - by user32623
    Okay, I'm writing a game in C#/XNA 4.0 and am utterly stumped at my current juncture: Sprite animation. I understand how it works and have all the code in place, but my ContentLoader won't open my file... Basically, my directory looks like this: //WindowsGame1 - "Game1.cs" - //Classes - "NPC.cs" - Content Reference - //Images - "Monster.png" Inside my NPC class, I have all the essential drawing functions, i.e. LoadContent, Draw, Update. And I can get the game to find the correct file and attempt to open it, but when it tries, it throws an exception and tells me it can't open the file. This is how my code in my NPC class looks: Texture2D NPCImage; Vector2 NPCPosition; Animation NPCAnimation = new Animation(); public void Initialize() { NPCAnimation.Initialize(NPCPosition, new Vector2(4, 4)); } public void LoadContent(ContentManager Content) { NPCImage = Content.Load<Texture2D>("_InsertImageFilePathHere_"); NPCAnimation.AnimationImage = NPCImage; } The rest of the code is irrelevant at this point because I can't even get the image to load. I think it might have to do with a directory problem, but I also know little to nothing about spriting or working with images or animations in my code. Any help is appreciated. Not sure if I provided enough information here, so let me know if more is needed! Also, what would be the correct way to direct that Content.Load to Monster.png given the current directory situation? Right now I just have it using the full path from the C:// drive. Thanks in advance!

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  • How to persuade C fanatics to work on my C++ open source project?

    - by paperjam
    I am launching an open-source project into a space where a lot of the development is still done Linux-kernel-style, i.e. C-language with a low-level mindset. There are multiple benefits to C++ in our space but I fear those used to working in C will be scared off. How can I make the case for the benefits of C++? Specifically, the following C++ attributes are very valuable: concept of objects and reference-counting pointers - really don't want to have to malloc(sizeof(X)) or memcpy() structs templates for specialising whole bodies of code with specific performance optimizations and for avoiding duplication of code. template metaprogramming related to the above syntactic sweetness available (e.g. operator overloading, to be used in very small doses) STL Boost libraries Many of the knee-jerk negative reactions to C++ are illfounded. Performance does not suffer: modern compilers can flatten dozens of call stack levels and avoid bloat through wide use of template specializations. Granted, when using metaprogramming and building multiple specializations of a large call tree, compile time is slower but there are ways to mitigate this. How can I sell C++?

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  • Installation problem: What does"Add this path and evaluate require" mean?

    - by PENG TENG
    I'm installing a software from github:OPEN-VRP It is said that : ~$ git clone git://github.com/mck-/Open-VRP.git Add this path and evaluate require: (push "/path/to/Open-VRP/" asdf:*central-registry*) (require 'open-vrp) (in-package 'open-vrp) What does "Add this path and evaluate require:" mean? I have followed the instruction and the termianl said peng@peng-ThinkPad-SL410:~/??/VRP$ push "/home/peng/??/VRP/Open-VRP" asdf:*central-registry* push: getaddrinfo(/home/peng/??/VRP/Open-VRP): Name or service not known

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  • Open Source MariaDB, the MySQL fork to replace MySQL?

    - by Jenson
    Normal 0 false false false EN-GB X-NONE X-NONE MicrosoftInternetExplorer4 Frankly speaking, I’ve been out of touch with the Open source world for quite some time. Until recently, after I’ve joined the new government agency, I managed to do some research while given time to learn new technologies and languages. I started reading tech blogs and tech news again (since I’m not as busy as before where I need to rush for project deadlines in and out), and I spotted this MariaDB that really attracts my attention, this is the link to ZDNet article - http://www.zdnet.com/open-source-mariadb-a-mysql-fork-challenges-oracle-7000008311/ Open-Source MariaDB, a MySQL fork, challenges Oracle Yes, you’re right, MariaDB is a MySQL fork, and as mentioned in the article, MariaDB is run by the founder of MySQL, Michael ‘Monty’ Widenius, and he claims MariaDB is faster, more secure and has more features than MySQL. I’m actually very excited to know that the code is maintained by the same dedicated core team of MySQL in the past 18 years. They even bother to form a foundation, the MariaDB Foundation, to promote MariaDB. Already, there’s a lot of open source software officially supporting MariaDB, such as  Drupal, Jelastic – Java in the cloud, Kajona, MediaWiki, phpMyAdmin, Plone, SaltOs, WordPress, and Zend Framework. But the hosting service provider might not be readily supporting MariaDB in their hosting solution. Normal 0 false false false EN-GB X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi; mso-fareast-language:EN-US;} Time will tell whether MariaDB would be the real replacement for MySQL, I’m sorry I don’t think I should use alternative here ;-) For more information, please visit MariaDB official site. /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi; mso-fareast-language:EN-US;}

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  • Code Golf: Code 39 Bar Code

    - by gwell
    The challenge The shortest code by character count to draw an ASCII representation of a Code 39 bar code. Wikipedia article about Code 39: http://en.wikipedia.org/wiki/Code_39 Input The input will be a string of legal characters for Code 39 bar codes. This means 43 characters are valid: 0-9 A-Z (space) and -.$/+%. The * character will not appear in the input as it is used as the start and stop characters. Output Each character encoded in Code 39 bar codes have nine elements, five bars and four spaces. Bars will be represented with # characters, and spaces will be represented with the space character. Three of the nine elements will be wide. The narrow elements will be one character wide, and the wide elements will be three characters wide. A inter-character space of a single space should be added between each character pattern. The pattern should be repeated so that the height of the bar code is eight characters high. The start/stop character * (bWbwBwBwb) would be represented like this: # # ### ### # # # ### ### # # # ### ### # # # ### ### # # # ### ### # # # ### ### # # # ### ### # # # ### ### # ^ ^ ^^ ^ ^ ^ ^^^ | | || | | | ||| narrow bar -+ | || | | | ||| wide space ---+ || | | | ||| narrow bar -----+| | | | ||| narrow space ------+ | | | ||| wide bar --------+ | | ||| narrow space ----------+ | ||| wide bar ------------+ ||| narrow space --------------+|| narrow bar ---------------+| inter-character space ----------------+ The start and stop character * will need to be output at the start and end of the bar code. No quiet space will need to be included before or after the bar code. No check digit will need to be calculated. Full ASCII Code39 encoding is not required, just the standard 43 characters. No text needs to be printed below the ASCII bar code representation to identify the output contents. The character # can be replaced with another character of higher density if wanted. Using the full block character U+2588, would allow the bar code to actually scan when printed. Test cases Input: ABC Output: # # ### ### # ### # # # ### # ### # # ### ### ### # # # # # ### ### # # # ### ### # ### # # # ### # ### # # ### ### ### # # # # # ### ### # # # ### ### # ### # # # ### # ### # # ### ### ### # # # # # ### ### # # # ### ### # ### # # # ### # ### # # ### ### ### # # # # # ### ### # # # ### ### # ### # # # ### # ### # # ### ### ### # # # # # ### ### # # # ### ### # ### # # # ### # ### # # ### ### ### # # # # # ### ### # # # ### ### # ### # # # ### # ### # # ### ### ### # # # # # ### ### # # # ### ### # ### # # # ### # ### # # ### ### ### # # # # # ### ### # Input: 1/3 Output: # # ### ### # ### # # # ### # # # # # ### ### # # # # # ### ### # # # ### ### # ### # # # ### # # # # # ### ### # # # # # ### ### # # # ### ### # ### # # # ### # # # # # ### ### # # # # # ### ### # # # ### ### # ### # # # ### # # # # # ### ### # # # # # ### ### # # # ### ### # ### # # # ### # # # # # ### ### # # # # # ### ### # # # ### ### # ### # # # ### # # # # # ### ### # # # # # ### ### # # # ### ### # ### # # # ### # # # # # ### ### # # # # # ### ### # # # ### ### # ### # # # ### # # # # # ### ### # # # # # ### ### # Input: - $ (minus space dollar) Output: # # ### ### # # # # ### ### # ### # ### # # # # # # # # ### ### # # # ### ### # # # # ### ### # ### # ### # # # # # # # # ### ### # # # ### ### # # # # ### ### # ### # ### # # # # # # # # ### ### # # # ### ### # # # # ### ### # ### # ### # # # # # # # # ### ### # # # ### ### # # # # ### ### # ### # ### # # # # # # # # ### ### # # # ### ### # # # # ### ### # ### # ### # # # # # # # # ### ### # # # ### ### # # # # ### ### # ### # ### # # # # # # # # ### ### # # # ### ### # # # # ### ### # ### # ### # # # # # # # # ### ### # Code count includes input/output (full program).

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  • how to export bind and keyframe bone poses from blender to use in OpenGL

    - by SaldaVonSchwartz
    EDIT: I decided to reformulate the question in much simpler terms to see if someone can give me a hand with this. Basically, I'm exporting meshes, skeletons and actions from blender into an engine of sorts that I'm working on. But I'm getting the animations wrong. I can tell the basic motion paths are being followed but there's always an axis of translation or rotation which is wrong. I think the problem is most likely not in my engine code (OpenGL-based) but rather in either my misunderstanding of some part of the theory behind skeletal animation / skinning or the way I am exporting the appropriate joint matrices from blender in my exporter script. I'll explain the theory, the engine animation system and my blender export script, hoping someone might catch the error in either or all of these. The theory: (I'm using column-major ordering since that's what I use in the engine cause it's OpenGL-based) Assume I have a mesh made up of a single vertex v, along with a transformation matrix M which takes the vertex v from the mesh's local space to world space. That is, if I was to render the mesh without a skeleton, the final position would be gl_Position = ProjectionMatrix * M * v. Now assume I have a skeleton with a single joint j in bind / rest pose. j is actually another matrix. A transform from j's local space to its parent space which I'll denote Bj. if j was part of a joint hierarchy in the skeleton, Bj would take from j space to j-1 space (that is to its parent space). However, in this example j is the only joint, so Bj takes from j space to world space, like M does for v. Now further assume I have a a set of frames, each with a second transform Cj, which works the same as Bj only that for a different, arbitrary spatial configuration of join j. Cj still takes vertices from j space to world space but j is rotated and/or translated and/or scaled. Given the above, in order to skin vertex v at keyframe n. I need to: take v from world space to joint j space modify j (while v stays fixed in j space and is thus taken along in the transformation) take v back from the modified j space to world space So the mathematical implementation of the above would be: v' = Cj * Bj^-1 * v. Actually, I have one doubt here.. I said the mesh to which v belongs has a transform M which takes from model space to world space. And I've also read in a couple textbooks that it needs to be transformed from model space to joint space. But I also said in 1 that v needs to be transformed from world to joint space. So basically I'm not sure if I need to do v' = Cj * Bj^-1 * v or v' = Cj * Bj^-1 * M * v. Right now my implementation multiples v' by M and not v. But I've tried changing this and it just screws things up in a different way cause there's something else wrong. Finally, If we wanted to skin a vertex to a joint j1 which in turn is a child of a joint j0, Bj1 would be Bj0 * Bj1 and Cj1 would be Cj0 * Cj1. But Since skinning is defined as v' = Cj * Bj^-1 * v , Bj1^-1 would be the reverse concatenation of the inverses making up the original product. That is, v' = Cj0 * Cj1 * Bj1^-1 * Bj0^-1 * v Now on to the implementation (Blender side): Assume the following mesh made up of 1 cube, whose vertices are bound to a single joint in a single-joint skeleton: Assume also there's a 60-frame, 3-keyframe animation at 60 fps. The animation essentially is: keyframe 0: the joint is in bind / rest pose (the way you see it in the image). keyframe 30: the joint translates up (+z in blender) some amount and at the same time rotates pi/4 rad clockwise. keyframe 59: the joint goes back to the same configuration it was in keyframe 0. My first source of confusion on the blender side is its coordinate system (as opposed to OpenGL's default) and the different matrices accessible through the python api. Right now, this is what my export script does about translating blender's coordinate system to OpenGL's standard system: # World transform: Blender -> OpenGL worldTransform = Matrix().Identity(4) worldTransform *= Matrix.Scale(-1, 4, (0,0,1)) worldTransform *= Matrix.Rotation(radians(90), 4, "X") # Mesh (local) transform matrix file.write('Mesh Transform:\n') localTransform = mesh.matrix_local.copy() localTransform = worldTransform * localTransform for col in localTransform.col: file.write('{:9f} {:9f} {:9f} {:9f}\n'.format(col[0], col[1], col[2], col[3])) file.write('\n') So if you will, my "world" matrix is basically the act of changing blenders coordinate system to the default GL one with +y up, +x right and -z into the viewing volume. Then I also premultiply (in the sense that it's done by the time we reach the engine, not in the sense of post or pre in terms of matrix multiplication order) the mesh matrix M so that I don't need to multiply it again once per draw call in the engine. About the possible matrices to extract from Blender joints (bones in Blender parlance), I'm doing the following: For joint bind poses: def DFSJointTraversal(file, skeleton, jointList): for joint in jointList: bindPoseJoint = skeleton.data.bones[joint.name] bindPoseTransform = bindPoseJoint.matrix_local.inverted() file.write('Joint ' + joint.name + ' Transform {\n') translationV = bindPoseTransform.to_translation() rotationQ = bindPoseTransform.to_3x3().to_quaternion() scaleV = bindPoseTransform.to_scale() file.write('T {:9f} {:9f} {:9f}\n'.format(translationV[0], translationV[1], translationV[2])) file.write('Q {:9f} {:9f} {:9f} {:9f}\n'.format(rotationQ[1], rotationQ[2], rotationQ[3], rotationQ[0])) file.write('S {:9f} {:9f} {:9f}\n'.format(scaleV[0], scaleV[1], scaleV[2])) DFSJointTraversal(file, skeleton, joint.children) file.write('}\n') Note that I'm actually grabbing the inverse of what I think is the bind pose transform Bj. This is so I don't need to invert it in the engine. Also note I went for matrix_local, assuming this is Bj. The other option is plain "matrix", which as far as I can tell is the same only that not homogeneous. For joint current / keyframe poses: for kfIndex in keyframes: bpy.context.scene.frame_set(kfIndex) file.write('keyframe: {:d}\n'.format(int(kfIndex))) for i in range(0, len(skeleton.data.bones)): file.write('joint: {:d}\n'.format(i)) currentPoseJoint = skeleton.pose.bones[i] currentPoseTransform = currentPoseJoint.matrix translationV = currentPoseTransform.to_translation() rotationQ = currentPoseTransform.to_3x3().to_quaternion() scaleV = currentPoseTransform.to_scale() file.write('T {:9f} {:9f} {:9f}\n'.format(translationV[0], translationV[1], translationV[2])) file.write('Q {:9f} {:9f} {:9f} {:9f}\n'.format(rotationQ[1], rotationQ[2], rotationQ[3], rotationQ[0])) file.write('S {:9f} {:9f} {:9f}\n'.format(scaleV[0], scaleV[1], scaleV[2])) file.write('\n') Note that here I go for skeleton.pose.bones instead of data.bones and that I have a choice of 3 matrices: matrix, matrix_basis and matrix_channel. From the descriptions in the python API docs I'm not super clear which one I should choose, though I think it's the plain matrix. Also note I do not invert the matrix in this case. The implementation (Engine / OpenGL side): My animation subsystem does the following on each update (I'm omitting parts of the update loop where it's figured out which objects need update and time is hardcoded here for simplicity): static double time = 0; time = fmod((time + elapsedTime),1.); uint16_t LERPKeyframeNumber = 60 * time; uint16_t lkeyframeNumber = 0; uint16_t lkeyframeIndex = 0; uint16_t rkeyframeNumber = 0; uint16_t rkeyframeIndex = 0; for (int i = 0; i < aClip.keyframesCount; i++) { uint16_t keyframeNumber = aClip.keyframes[i].number; if (keyframeNumber <= LERPKeyframeNumber) { lkeyframeIndex = i; lkeyframeNumber = keyframeNumber; } else { rkeyframeIndex = i; rkeyframeNumber = keyframeNumber; break; } } double lTime = lkeyframeNumber / 60.; double rTime = rkeyframeNumber / 60.; double blendFactor = (time - lTime) / (rTime - lTime); GLKMatrix4 bindPosePalette[aSkeleton.jointsCount]; GLKMatrix4 currentPosePalette[aSkeleton.jointsCount]; for (int i = 0; i < aSkeleton.jointsCount; i++) { F3DETQSType& lPose = aClip.keyframes[lkeyframeIndex].skeletonPose.joints[i]; F3DETQSType& rPose = aClip.keyframes[rkeyframeIndex].skeletonPose.joints[i]; GLKVector3 LERPTranslation = GLKVector3Lerp(lPose.t, rPose.t, blendFactor); GLKQuaternion SLERPRotation = GLKQuaternionSlerp(lPose.q, rPose.q, blendFactor); GLKVector3 LERPScaling = GLKVector3Lerp(lPose.s, rPose.s, blendFactor); GLKMatrix4 currentTransform = GLKMatrix4MakeWithQuaternion(SLERPRotation); currentTransform = GLKMatrix4TranslateWithVector3(currentTransform, LERPTranslation); currentTransform = GLKMatrix4ScaleWithVector3(currentTransform, LERPScaling); GLKMatrix4 inverseBindTransform = GLKMatrix4MakeWithQuaternion(aSkeleton.joints[i].inverseBindTransform.q); inverseBindTransform = GLKMatrix4TranslateWithVector3(inverseBindTransform, aSkeleton.joints[i].inverseBindTransform.t); inverseBindTransform = GLKMatrix4ScaleWithVector3(inverseBindTransform, aSkeleton.joints[i].inverseBindTransform.s); if (aSkeleton.joints[i].parentIndex == -1) { bindPosePalette[i] = inverseBindTransform; currentPosePalette[i] = currentTransform; } else { bindPosePalette[i] = GLKMatrix4Multiply(inverseBindTransform, bindPosePalette[aSkeleton.joints[i].parentIndex]); currentPosePalette[i] = GLKMatrix4Multiply(currentPosePalette[aSkeleton.joints[i].parentIndex], currentTransform); } aSkeleton.skinningPalette[i] = GLKMatrix4Multiply(currentPosePalette[i], bindPosePalette[i]); } Finally, this is my vertex shader: #version 100 uniform mat4 modelMatrix; uniform mat3 normalMatrix; uniform mat4 projectionMatrix; uniform mat4 skinningPalette[6]; uniform lowp float skinningEnabled; attribute vec4 position; attribute vec3 normal; attribute vec2 tCoordinates; attribute vec4 jointsWeights; attribute vec4 jointsIndices; varying highp vec2 tCoordinatesVarying; varying highp float lIntensity; void main() { tCoordinatesVarying = tCoordinates; vec4 skinnedVertexPosition = vec4(0.); for (int i = 0; i < 4; i++) { skinnedVertexPosition += jointsWeights[i] * skinningPalette[int(jointsIndices[i])] * position; } vec4 skinnedNormal = vec4(0.); for (int i = 0; i < 4; i++) { skinnedNormal += jointsWeights[i] * skinningPalette[int(jointsIndices[i])] * vec4(normal, 0.); } vec4 finalPosition = mix(position, skinnedVertexPosition, skinningEnabled); vec4 finalNormal = mix(vec4(normal, 0.), skinnedNormal, skinningEnabled); vec3 eyeNormal = normalize(normalMatrix * finalNormal.xyz); vec3 lightPosition = vec3(0., 0., 2.); lIntensity = max(0.0, dot(eyeNormal, normalize(lightPosition))); gl_Position = projectionMatrix * modelMatrix * finalPosition; } The result is that the animation displays wrong in terms of orientation. That is, instead of bobbing up and down it bobs in and out (along what I think is the Z axis according to my transform in the export clip). And the rotation angle is counterclockwise instead of clockwise. If I try with a more than one joint, then it's almost as if the second joint rotates in it's own different coordinate space and does not follow 100% its parent's transform. Which I assume it should from my animation subsystem which I assume in turn follows the theory I explained for the case of more than one joint. Any thoughts?

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  • jQuery - discrepency between classname and selectors

    - by Ciel
    I have the following code that I wrote, which I personally found to be pretty nice. It takes a <ul> and it drops down the contents when clicked. But I am having a disconnect here in comprehension, and one I had to do what I feel is a 'dirty hack' to solve. The problem is that I do not want the class `'sidebar-dropdown-open' to be so 'hardwired' in the plugin. However I discovered that there is a very stark difference between... $('.sidebar-dropdown-open') and 'sidebar-dropdown-open and even '.sidebar-dropdown-open. I 'solved' this problem by including two different 'parameters' in my plugin, but I was wondering if someone might give me some insight as to how I could perform this better, and why this was behaving this way. wiring (document load) $(document).ready(function () { $('[data-role="sidebar-dropdown"]').drawer({ open: 'sidebar-dropdown-open', css: '.sidebar-dropdown-open' }); }); html <ul> <li class=" dropdown" data-role="sidebar-dropdown"> <a href="pages/.." class="remote">Link Text</a> <ul class="sub-menu light sidebar-dropdown-menu"> <li><a class="remote" href="pages/...">Link Text</a></li> <li><a class="remote" href="pages/...">Link Text</a></li> <li><a class="remote" href="pages/...">Link Text</a></li> </ul> </li> </ul> javascript (function ($) { $.fn.drawer = function (options) { // Create some defaults, extending them with any options that were provided var settings = $.extend({ open: 'open', css: '.open' }, options); return this.each(function () { $(this).on('click', function (e) { // slide up all open dropdown menus $(settings.css).not($(this)).each(function () { $(this).removeClass(settings.open); // retrieve the appropriate menu item var $menu = $(this).children(".dropdown-menu, .sidebar-dropdown-menu"); // slide down the one clicked on. $menu.slideUp('fast'); $menu.removeClass('active'); }); // mark this menu as open $(this).addClass(settings.open); // retrieve the appropriate menu item var $menu = $(this).children(".dropdown-menu, .sidebar-dropdown-menu"); // slide down the one clicked on. $menu.slideDown(100); $menu.addClass('active'); e.preventDefault(); e.stopPropagation(); }).on("mouseleave", function () { $(this).children(".dropdown-menu").hide().delay(300); }); }) }; })(jQuery); I have tried using settings.open and demanding that it just be a className (.open), etc. - but that does not seem to work. It seems to get ignored by the removeClass function.

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  • Can compressing Program Files save space *and* give a significant boost to SSD performance?

    - by Christopher Galpin
    Considering solid-state disk space is still an expensive resource, compressing large folders has appeal. Thanks to VirtualStore, could Program Files be a case where it might even improve performance? Discovery In particular I have been reading: SSD and NTFS Compression Speed Increase? Does NTFS compression slow SSD/flash performance? Will somebody benchmark whole disk compression (HD,SSD) please? (may have to scroll up) The first link is particularly dreamy, but maybe head a little too far in the clouds. The third link has this sexy semi-log graph (logarithmic scale!). Quote (with notes): Using highly compressable data (IOmeter), you get at most a 30x performance increase [for reads], and at least a 49x performance DECREASE [for writes]. Assuming I interpreted and clarified that sentence correctly, this single user's benchmark has me incredibly interested. Although write performance tanks wretchedly, read performance still soars. It gave me an idea. Idea: VirtualStore It so happens that thanks to sanity saving security features introduced in Windows Vista, write access to certain folders such as Program Files is virtualized for non-administrator processes. Which means, in normal (non-elevated) usage, a program or game's attempt to write data to its install location in Program Files (which is perhaps a poor location) is redirected to %UserProfile%\AppData\Local\VirtualStore, somewhere entirely different. Thus, to my understanding, writes to Program Files should primarily only occur when installing an application. This makes compressing it not only a huge source of space gain, but also a potential candidate for performance gain. Testing The beginning of this post has me a bit timid, it suggests benchmarking NTFS compression on a whole drive is difficult because turning it off "doesn't decompress the objects". However it seems to me the compact command is perfectly capable of doing so for both drives and individual folders. Could it be only marking them for decompression the next time the OS reads from them? I need to find the answer before I begin my own testing.

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  • how to open multiple projects into the CAST IRON integration tool?

    - by Mishal
    Hi, I am learning the cast iron tool which is widely used now a days for integration purpose,but i can only open 1 project and if i want to open the other project at the same time than i have to close the 1st project and open the 2nd project. So many times i need to have to open the 2 projects at the same time but i dont know in which way i can open the projects ? can any body give me any urgent solution for the same to open the multiple projects at the same time and to switch between them ? Thanks, Mishal Shah

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  • How to detect which Space the user is on in Mac OS X Leopard?

    - by georgebrock
    Mac OS X Leopard has a virtual desktop implementation called Spaces. I want to programatically detect which space the user is currently on. Cocoa is preferable but AppleScript is acceptable if there's no other way. I've seen a couple of AppleScript implementations, but the techniques they used seemed a bit too hacky to use in production code (one relied on causing and error and then parsing the error message to get the current space, the other interrogated the Spaces menu GUI)

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  • Is there a way to determine if a <select> dropdown menu is open?

    - by Robert
    I'm looking for a way to determine if/when a <select> element's menu is open. I don't need to force it to open or close, just figure out if it's open or closed at a given time. I can listen to events for focus/blur, mouseup/mousedown, etc., but I don't think I can reliably figure out the state of the menu from those events. For example, mousedown followed by mouseup could mean the user clicked and dragged to a selection and released (in which case the menu is now closed) or clicked and released to open the menu (in which case the menu is open). It also seems likely that the specific behavior of dropdown menus is browser-dependent. I know I could do this if I roll my own dropdown menu, but I prefer to use <select>. Is there a reliable way to find out if a dropdown menu is open? Or is this something that Javascript can't know?

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