Search Results

Search found 2365 results on 95 pages for 'bounding boxes'.

Page 19/95 | < Previous Page | 15 16 17 18 19 20 21 22 23 24 25 26  | Next Page >

  • Locale setting on a Red Hat box

    - by sasuke
    Hi all, Recently our organization got a couple of server boxes which are I guess present in some data-center in UK. The problem is that for some reason the default Locale representation in Java on that server returns en_US instead of the expected en_GB (I confirmed this by running a code on that server which simply outputs Locale.default()). I am pretty sure this has got something to do the way in which the boxes were set up. My question is: what would be the approach to fix this issue now that the OS has been installed? Is there any way I can for a given SSH session set the locale as en_GB instead of the current en_US? TIA, sasuke

    Read the article

  • Load-balanced Linux server across internet?

    - by LinuxGnut
    I'm investigating setting up a load balanced server solution consisting of three CentOS 5.4 boxes. Two of these boxes will reside in one facility, while a third will reside in a different facility. I'm currently working to set up heartbeat, ldirectord, ipvsadm to load-balance the machines, but I'm not sure its going to work with I'm not overly familiar with the details behind how all of these work, but is the load balancing going to work correctly when these servers are not all on the same LAN? I'm not sure if heartbeat is using SNMP to send signals or not, which would only work over a LAN. Has anyone tried this or found a different solution?

    Read the article

  • Windows updates behind a physical firewall with only IP based rules and generic outbound connections are turned off

    - by user125245
    I have some boxes that I do not want to allow any in or outbound traffic to the internet Except for windows updates. However the fire wall in place (Cisco ASA) apparently only supports ip based rules. As best I can tell access to Microsoft updates via anything other then the half dozen URL masks the Microsoft lists as needed does not appear possible. I have kicked around building a full WSUS that I would then manually copy the update files to so that no direct Microsoft access is needed but this sounds very top heavy for the very few boxes involved. I have also kicked around manual updates all around but am not certain how to be conveniently and confidently sure that the correct updates are being applied in the correct order. Any ideas from any direction would be appreciated. I want this as simple / cost effective as possible but have very little flexibility on the only absolutely required internet access policy.

    Read the article

  • How does the "Full Control" permission differ from manually giving all other permissions?

    - by Lord Torgamus
    On Windows Server 2003, and some other versions of Windows, the Properties > Security tab of a folder's or file's context menu provides "Allow" and "Deny" options for "Full Control," "Modify," "Read" and other permissions (graphic provided). After clicking "Full Control," all boxes in the column — except for "Special Permissions" — get automatically checked. What's the difference between checking "Full Control" and just checking all the other boxes individually? Are there hidden/advanced permissions toggled by "Full Control" that aren't listed in the main permissions window? Is "Full Control" just a convenience shortcut?

    Read the article

  • New 64 bit linux system has regular processes (ps, grep etc) taking up way too much VIRT mem

    - by user42980
    We just moved from a 32-bit machine to a 64-bit machine. We have quickly ran out of memory despite the new boxes have twice as much ram as the old boxes. Running a simple ps command will illustrate the problem. New machine: 132 prod-Charlotte1-node1 ~/public_html/rearch/cgi-bin ps aux | grep ps root 293 0.0 0.0 0 0 ? S< May09 0:00 [kpsmoused] xamine 2267 1.0 0.0 63728 928 pts/3 R+ 16:50 0:00 ps aux xamine 2268 0.0 0.0 61172 752 pts/3 S+ 16:50 0:00 grep ps Old machine: 132 prod-116431-node1:/home/xamine ps aux | grep ps xamine 23191 0.0 0.0 2332 768 pts/6 R+ 15:41 0:00 ps aux xamine 23192 0.0 0.0 3668 692 pts/6 S+ 15:41 0:00 grep ps Notice that the ps process is using 63M of VIRT mem vs 2 on the old machine. New Machine: Enterprise Linux Enterprise Linux Server release 5.4 (Carthage) Red Hat Enterprise Linux Server release 5.4 (Tikanga) Old Machine: Red Hat Enterprise Linux ES release 4 (Nahant Update 4) Thanks for any thoughts you have!

    Read the article

  • CSS Fluid Grid Layout Problem

    - by Fuego DeBassi
    I have a max-width em based container for my layout. Within it I have many floated fixed width boxes, at 230px to be exact. At the max-width the container will expand to 90em's. This fit's 6 boxes per line perfectly. As the window sizes down and boxes are bumped to lower rows it leaves an ugly gap with the navigation above. I would like to force the container of the boxes to center them at all times. To illustrate: At full width: http://cl.ly/7393a462f44b8315aaba At smaller width: http://cl.ly/ff48a18d39c4f57c3513 How I would like smaller width to work: http://cl.ly/ae9c3fd04df515253b2d (Photoshoped) My markup looks like this: Biodesign Fusce massa felis, laoreet eu elementum sit amet, aliquam ut magna. Etiam et tellus in nisl vehicula ullamcorper. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Aenean nulla ante. Biodesign Fusce massa felis, laoreet eu elementum sit amet, aliquam ut magna. Etiam et tellus in nisl vehicula ullamcorper. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Aenean nulla ante. Biodesign Fusce massa felis, laoreet eu elementum sit amet, aliquam ut magna. Etiam et tellus in nisl vehicula ullamcorper. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Aenean nulla ante. Biodesign Fusce massa felis, laoreet eu elementum sit amet, aliquam ut magna. Etiam et tellus in nisl vehicula ullamcorper. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Aenean nulla ante. Biodesign Fusce massa felis, laoreet eu elementum sit amet, aliquam ut magna. Etiam et tellus in nisl vehicula ullamcorper. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Aenean nulla ante. Biodesign Fusce massa felis, laoreet eu elementum sit amet, aliquam ut magna. Etiam et tellus in nisl vehicula ullamcorper. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Aenean nulla ante. Biodesign Fusce massa felis, laoreet eu elementum sit amet, aliquam ut magna. Etiam et tellus in nisl vehicula ullamcorper. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Aenean nulla ante. My CSS, is: div#bricks { margin:0 auto; background:red; width:100%; } div.brick { background:#181c21; width:230px; margin:0 5px 10px 5px; position:relative; float:left; } div.brick img { background:#666; max-width:230px; } The #bricks is inside a #main, which looks like: div#main { margin:0 auto; padding:0 50px; position:relative; max-width:90em; } Would love some ideas!

    Read the article

  • Custom edit box - how to do it?

    - by user3834459
    I'd like to create a new text editor with some non-standard capabilities for the edit box where you would normally type your code (and do syntax highlighting). Since I'd like to have complete control over this I was thinking how should I proceed.. my target is primarily linux and I was thinking to use GTK+ as GUI toolkit. Since I'm a newbie I'm not sure how custom controls are drawn/rendered. Should I consider using openGL to draw a control from scratch? That doesn't sound right to be honest but I have no idea on how to do it.. The "nonstandard capabilities" would include drawing stuff on the control (shapes and boxes) at any position, being able to write into multiple areas.. all stuff you can't normally do with an edit box. Question: How should I create a GTK+ nonstandard GUI control like an edit box that has the following capabilities: edit text, select text, delete text, draw message boxes on top of it, draw images inside it (under and/or on top of the text), insert text into multiple places at the same time? Should I subclass an edit box control or should I "render" an entirely new one with openGL or such? I'm still in the design phase (I even need to identify the frameworks I should use) and I've taken a look at the Chromium project (GTK+). I haven't found anything that suited my problem

    Read the article

  • Service Level Loggin/Tracing

    - by Ahsan Alam
    We all love to develop services, right? First timers want to learn technologies like WCF and Web Services. Some simply want to build services; whereas, others may find services as natural architectural decision for particular systems. Whatever the reason might be, services are commonly used in building wide range of systems. Developers often encapsulates various functionality (small or big) within one or more services, and expose them for multiple applications. Sometimes from day one (and definitely over time) these services may evolve into a set of black boxes. Services or not, black boxes or not, issues and exceptions are sometimes hard to avoid, especially in highly evolving and transactional systems. We can try to be methodical with our unit testing, QA and overall process; but we may not be able to avoid some type of system issues. When issues arise from one or more highly transactional services, it becomes necessary to resolve them very quickly. When systems handle thousands of transaction in matter of hours, some issues may not surface immediately. That is when service level logging becomes very useful. Technologies such as WCF, allow us to enable service level tracing with minimal effort; but that may not provide us with complete picture. Developers may need to add tracing within critical areas of the code with various degrees of verbosity. Programmer can always utilize some logging framework such as the 'Logging Application Block' to get the job done. It may seem overkill sometimes; but I have noticed from my experience that service level logging helps programmer trace many issues very quickly.

    Read the article

  • Requirement refinement between two levels of specification

    - by user107149
    I am currently working on the definition of the documentation architecture of a system, from customers needs to software/hardware requirements. I encounter a big problem with the level of refinement of requirements. The classic architecture is : PTS -- SSS -- SSDD -- SRS/HRS with PTS : Purshaser Technical Specification SSS : Supplier System Specification SSDD : System Segment Design Description SRS / HRS : Software / Hardware Requirement Specification. Requirements from PTS are reworked in SSS, this document only expressed the needs (no design requirements are defined at this level). Then, the system design is described in SSDD : we allocate requirements from the SSS to functions from the design and functions are then allocated to component (Software or hardware) (we are still at the SSDD level). Finally, for each component, we write one SRS or one HRS. Requirements in SRS or HRS are refinement of requirements from SSS (and traceability matrix are made between these two levels). My problem is the following one : Our system is a complex one, and some of the requirements in the SSS needs to be refined twice to be at the right level in the SRS (means that software people can understand the requirement to make their coding). But, with this document architecture, I can only refine once the requirements from the SSS. The second problem is that only a part of the requirements from the SSS needs to be refined twice. The other part only need one refinement. On the picture below, the green boxes are requirements at the right level for SRS or HRS. And purple boxes are intermediate requirements which can not be included in SSS since they are design requirements. Where can I put these purple requirements ?? Is there someone who has already encountered this problem ? Should I write two documents at SRS level ? Should I include intermediate requirements in SSDD ? Should I includes the two refinement levels (purple and green) in the same SRS document (not sure that's possible since a SRS is only for one component) ??? Thanks for your help and expertise ;-)

    Read the article

  • Teaching high school kids ASP.NET programming

    - by dotneteer
    During the 2011 Microsoft MVP Global Summit, I have been talking to people about teaching kids ASP.NET programming. I want to work with volunteer organizations to provide kids volunteer opportunities while learning technical skills that can be applied elsewhere. The goal is to teach motivated kids enough skill to be productive with no more than 6 hours of instruction. Based on my prior teaching experience of college extension courses and involvement with high school math and science competitions, I think this is quite doable with classic ASP but a challenge with ASP.NET. I don’t want to use ASP because it does not provide a good path into the future. After some considerations, I think this is possible with ASP.NET and here are my thoughts: · Create a framework within ASP.NET for kids programming. · Use existing editor. No extra compiler and intelligence work needed. · Using a subset of C# like a scripting language. Teaches data type, expression, statements, if/for/while/switch blocks and functions. Use existing classes but no class creation and OOP. · Linear rendering model. No complicated life cycle. · Bare-metal html with some MVC style helpers for widget creation; ASP.NET control is optional. I want to teach kids to understand something and avoid black boxes as much as possible. · Use SQL for CRUD with a helper class. Again, I want to teach understanding rather than black boxes. · Provide a template to encourage clean separation of concern. · Provide a conversion utility to convert the code that uses template to ASP.NET MVC. This will allow kids with AP Computer Science knowledge to step up to ASP.NET MVC. Let me know if you have thoughts or can help.

    Read the article

  • How do I nstall MS Office 2010 via WINE?

    - by Emeris
    I am trying to install MS Office 2010 on Ubuntu 12.04 on my new MacBook Pro (15"). I already read and followed every existing threads on forums and followed every existing tutorial, but my problem seem unique so far, since whichever solution I try, the problem remains. When I launch PlayOnLinux, two boxes appear one after the other (before the latest upgrade of Ubuntu of last week, the second box did not appear, only the first one did); the first one tells me: Error: PlayOnLinux is unable to find 32-bits OpenGL libraries. You might encounter problem with your games." When I close this window, a second one pops up, stating: Error: PlayOnLinux cannot find 7z. You should install it to use PlayOnLinux. Of course, I tried purging PlayOnLinux (uninstalling it and re-installing it). I also tried other versions of PlayOnLinux. Nothing matters: the problem remains. I did not succeed so far to install 32-bits OpenGL libraries, since I have a Radeon graphics card (which seems to be unusual) and I just cannot find these libraries. Once the two "error" boxes are closed, PlayOnLinux is open, but does not seem to work properly; when I try to install Microsoft Office 2010, nothing happens. When I try to close PlayOnLinux, it is even worse: Unity seems unable to close it (I even had a frozen screen when trying to xkill it through the terminal). I am looking forward to any tips that could help. P.S.: 01:00.0 VGA compatible controller: Advanced Micro Devices [AMD] nee ATI Whistler [AMD Radeon HD 6600M Series]

    Read the article

  • Mutating Programming Language?

    - by MattiasK
    For fun I was thinking about how one could build a programming language that differs from OOP and came up with this concept. I don't have a strong foundation in computer science so it might be common place without me knowing it (more likely it's just a stupid idea :) I apologize in advance for this somewhat rambling question :) Anyways here goes: In normal OOP methods and classes are variant only upon parameters, meaning if two different classes/methods call the same method they get the same output. My, perhaps crazy idea, is that the calling method and class could be an "invisible" part of it's signature and the response could vary depending on who call's an method. Say that we have a Window object with a Break() method, now anyone (who has access) could call this method on Window with the same result. Now say that we have two different objects, Hammer and SledgeHammer. If Break need to produce different results based on these we'd pass them as parameters Break(IBluntObject bluntObject) With a mutating programming language (mpl) the operating objects on the method would be visible to the Break Method without begin explicitly defined and it could adopt itself based on them). So if SledgeHammer calls Window.Break() it would generate vastly different results than if Hammer did so. If OOP classes are black boxes then MPL are black boxes that knows who's (trying) to push it's buttons and can adapt accordingly. You could also have different permission sets on methods depending who's calling them rather than having absolute permissions like public and private. Does this have any advantage over OOP? Or perhaps I should say, would it add anything to it since you should be able to simply add this aspect to methods (just give access to a CallingMethod and CallingClass variable in context) I'm not sure, might be to hard to wrap one's head around, it would be kinda interesting to have classes that adopted themselves to who uses them though. Still it's an interesting concept, what do you think, is it viable?

    Read the article

  • How to Detect Sprites in a SpriteSheet?

    - by IAE
    I'm currently writing a Sprite Sheet Unpacker such as Alferds Spritesheet Unpacker. Now, before this is sent to gamedev, this isn't necessarily about games. I would like to know how to detect a sprite within a spriitesheet, or more abstactly, a shape inside of an image. Given this sprite sheet: I want to detect and extract all individual sprites. I've followed the algorithm detailed in Alferd's Blog Post which goes like: Determine predominant color and dub it the BackgroundColor Iterate over each pixel and check ColorAtXY == BackgroundColor If false, we've found a sprite. Keep going right until we find a BackgroundColor again, backtrack one, go down and repeat until a BackgroundColor is reached. Create a box from location to ending location. Repeat this until all sprites are boxed up. Combined overlapping boxes (or within a very short distance) The resulting non-overlapping boxes should contain the sprite. This implementation is fine, especially for small sprite sheets. However, I find the performance too poor for larger sprite sheets and I would like to know what algorithms or techniques can be leveraged to increase the finding of sprites. A second implementation I considered, but have not tested yet, is to find the first pixel, then use a backtracking algorithm to find every connected pixel. This should find a contiguous sprite (breaks down if the sprite is something like an explosion where particles are no longer part of the main sprite). The cool thing is that I can immediately remove a detected sprite from the sprite sheet. Any other suggestions?

    Read the article

  • BizTalk 2009 - Scoped Record Counting in Maps

    - by StuartBrierley
    Within BizTalk there is a functoid called Record Count that will return the number of instances of a repeated record or repeated element that occur in a message instance. The input to this functoid is the record or element to be counted. As an example take the following Source schema, where the Source message has a repeated record called Box and each Box has a repeated element called Item: An instance of this Source schema may look as follows; 2 box records - one with 2 items and one with only 1 item. Our destination schema has a number of elements and a repeated box record.  The top level elements contain totals for the number of boxes and the overall number of items.  Each box record contains a single element representing the number of items in that box. Using the Record Count functoid it is easy to map the top level elements, producing the expected totals of 2 boxes and 3 items: We now need to map the total number of items per box, but how will we do this?  We have already seen that the record count functoid returns the total number of instances for the entire message, and unfortunately it does not allow you to specify a scoping parameter.  In order to acheive Scoped Record Counting we will need to make use of a combination of functoids. As you can see above, by linking to a Logical Existence functoid from the record/element to be counted we can then feed the output into a Value Mapping functoid.  Set the other Value Mapping parameter to "1" and link the output to a Cumulative Sum functoid. Set the other Cumulative Sum functoid parameter to "1" to limit the scope of the Cumulative Sum. This gives us the expected results of Items per Box of 2 and 1 respectively. I ran into this issue with a larger schema on a more complex map, but the eventual solution is still the same.  Hopefully this simplified example will act as a good reminder to me and save someone out there a few minutes of brain scratching.

    Read the article

  • JQuery Validation dates [migrated]

    - by james
    Im trying to get my form to validate...so basically its working, but a little bit too well, I have two text boxes, one is a start date, the other an end date in the format of mm/dd/yyyy if the start date is greater than the end date...there is an error if the end date is less than the start date...there is an error if the start date is less than today's date...there is an error The only thing is when I correct the error, the error warning is still there...here is my code: // Validate Date Ranges if ($(this).val() != '' && dates.not(this).val != '') { if ($(this).hasClass("FromCal")) { if (new Date(testDate) > new Date(otherDate)) { addError($(this)); $('.flightDateError').text('* Start date must be earlier than end date.'); isValid = false; return; } } else { if (new Date(testDate) < new Date(otherDate)) { addError($(this)); $('.flightDateError').text('* End date must be later than start date.'); return; } } } and here are the two text boxes: <div id="campaign_start" style="display: inline-block"> <label class="date_range_label">from:</label> <asp:TextBox ID="FromCalTbx" runat="server" Width="100px" CssClass="FromCal editable float_left required" /> </div> <div id="campaign_end" style="display: inline-block"> <label class="date_range_label">to:</label> <asp:TextBox ID="ToCalTbx" runat="server" Width="100px" CssClass="float_left optional"/> </div> PS - testDate is the start Date otherDate is the end Date

    Read the article

  • What's a good way to check that a player has clicked on an object in a 3D game?

    - by imja
    I'm programming a 3D game (using C++ and OpenGL), and I have a few 3D objects in the scene, we can say they are boxes for this example. I want to let the player click on those boxes to select them (ie. they might change color) with the typical restriction like if more than one box is located where the user clicked, only the one closest to the camera would get selected. What would be the best way to do this? The fact that these objects go through several transforms before getting to window coordinates is what makes this a bit tricky. One approach I thought about was that if the player clicks on the screen, I could normalize the x,y coordinates of mouse click and then transform the bounding box coordinates of the objects into clip-space so that I could compare then to the normalized mouse coordinates. I guess I could then do some sort of ray-box collision test to see if any objects lie as the path of the mouse click. I'm afraid I might be over complicating it. Any better methods out there?

    Read the article

  • How to manage a lot of Action Listeners for multiple buttons

    - by Wumbo4Dayz
    I have this Tic Tac Toe game and I thought of this really cool way to draw out the grid of 9 little boxes. I was thinking of putting buttons in each of those boxes. How should I give each button (9 buttons in total) an ActionListener that draws either an X or O? Should they each have their own, or should I do some sort of code that detects turns in this? Could I even do a JButton Array and do some for loops to put 9 buttons. So many possibilities, but which one is the most proper? Code so far: import javax.swing.*; import java.awt.event.*; import java.awt.*; public class Board extends JPanel implements ActionListener{ public Board(){ Timer timer = new Timer(25,this); timer.start(); } @Override protected void paintComponent(Graphics g){ for(int y = 0; y < 3; y++){ for(int x = 0; x < 3; x++){ g.drawRect(x*64, y*64, 64, 64); } } } public void actionPerformed(ActionEvent e){ repaint(); } }

    Read the article

  • Can using div with width = 0px affect SEO? [closed]

    - by user989084
    Possible Duplicate: Does google always downrank pages with hidden texts Right now I'm working on my new website and I'm really concerned about SEO since the old version of my site(which is from a script that is unusable now) has PR of 4 and I want to lose it So here is my question There is a panel that has 4 tabs Each tabs has tag which has a href like "/box-page/tab/2" and when javascript is not activated it will go this page and shows the corresponding tab and if it's activated it will just make a simple animation to show the other tab There are four boxes(and for tabs) and since I needed to fix the height of the panel I had to use width: 0 for the rest of tabs to keep the height of the box the same as the longest one and inside these boxes(which have width: 0) there are some information that can be indexed by google So as you know google doesn't have javascript and it will go to /box-page/tab/2 and /box-page/tab/3 and ... in all of these pages the information is the same but with different box showing up in the page So here is my question Does google penalize using a div with width: 0px? And if not does it just ignore the content of the div with width 0?(Which is perfect for me ^^) Thanks

    Read the article

  • Camera frustum calculation coming out wrong

    - by Telanor
    I'm trying to calculate a view/projection/bounding frustum for the 6 directions of a point light and I'm having trouble with the views pointing along the Y axis. Our game uses a right-handed, Y-up system. For the other 4 directions I create the LookAt matrix using (0, 1, 0) as the up vector. Obviously that doesn't work when looking along the Y axis so for those I use an up vector of (-1, 0, 0) for -Y and (1, 0, 0) for +Y. The view matrix seems to come out correctly (and the projection matrix always stays the same), but the bounding frustum is definitely wrong. Can anyone see what I'm doing wrong? This is the code I'm using: camera.Projection = Matrix.PerspectiveFovRH((float)Math.PI / 2, ShadowMapSize / (float)ShadowMapSize, 1, 5); for(var i = 0; i < 6; i++) { var renderTargetView = shadowMap.GetRenderTargetView((TextureCubeFace)i); var up = DetermineLightUp((TextureCubeFace) i); var forward = DirectionToVector((TextureCubeFace) i); camera.View = Matrix.LookAtRH(this.Position, this.Position + forward, up); camera.BoundingFrustum = new BoundingFrustum(camera.View * camera.Projection); } private static Vector3 DirectionToVector(TextureCubeFace direction) { switch (direction) { case TextureCubeFace.NegativeX: return -Vector3.UnitX; case TextureCubeFace.NegativeY: return -Vector3.UnitY; case TextureCubeFace.NegativeZ: return -Vector3.UnitZ; case TextureCubeFace.PositiveX: return Vector3.UnitX; case TextureCubeFace.PositiveY: return Vector3.UnitY; case TextureCubeFace.PositiveZ: return Vector3.UnitZ; default: throw new ArgumentOutOfRangeException("direction"); } } private static Vector3 DetermineLightUp(TextureCubeFace direction) { switch (direction) { case TextureCubeFace.NegativeY: return -Vector3.UnitX; case TextureCubeFace.PositiveY: return Vector3.UnitX; default: return Vector3.UnitY; } } Edit: Here's what the values are coming out to for the PositiveX and PositiveY directions: Constants: Position = {X:0 Y:360 Z:0} camera.Projection = [M11:0.9999999 M12:0 M13:0 M14:0] [M21:0 M22:0.9999999 M23:0 M24:0] [M31:0 M32:0 M33:-1.25 M34:-1] [M41:0 M42:0 M43:-1.25 M44:0] PositiveX: up = {X:0 Y:1 Z:0} target = {X:1 Y:360 Z:0} camera.View = [M11:0 M12:0 M13:-1 M14:0] [M21:0 M22:1 M23:0 M24:0] [M31:1 M32:0 M33:0 M34:0] [M41:0 M42:-360 M43:0 M44:1] camera.BoundingFrustum: Matrix = [M11:0 M12:0 M13:1.25 M14:1] [M21:0 M22:0.9999999 M23:0 M24:0] [M31:0.9999999 M32:0 M33:0 M34:0] [M41:0 M42:-360 M43:-1.25 M44:0] Top = {A:0.7071068 B:-0.7071068 C:0 D:254.5584} Bottom = {A:0.7071068 B:0.7071068 C:0 D:-254.5584} Left = {A:0.7071068 B:0 C:0.7071068 D:0} Right = {A:0.7071068 B:0 C:-0.7071068 D:0} Near = {A:1 B:0 C:0 D:-1} Far = {A:-1 B:0 C:0 D:5} PositiveY: up = {X:0 Y:0 Z:-1} target = {X:0 Y:361 Z:0} camera.View = [M11:-1 M12:0 M13:0 M14:0] [M21:0 M22:0 M23:-1 M24:0] [M31:0 M32:-1 M33:0 M34:0] [M41:0 M42:0 M43:360 M44:1] camera.BoundingFrustum: Matrix = [M11:-0.9999999 M12:0 M13:0 M14:0] [M21:0 M22:0 M23:1.25 M24:1] [M31:0 M32:-0.9999999 M33:0 M34:0] [M41:0 M42:0 M43:-451.25 M44:-360] Top = {A:0 B:0.7071068 C:0.7071068 D:-254.5585} Bottom = {A:0 B:0.7071068 C:-0.7071068 D:-254.5585} Left = {A:-0.7071068 B:0.7071068 C:0 D:-254.5585} Right = {A:0.7071068 B:0.7071068 C:0 D:-254.5585} Near = {A:0 B:1 C:0 D:-361} Far = {A:0 B:-1 C:0 D:365} When I use the resulting BoundingFrustum to cull regions outside of it, this is the result: Pass PositiveX: Drew 3 regions Pass NegativeX: Drew 6 regions Pass PositiveY: Drew 400 regions Pass NegativeY: Drew 36 regions Pass PositiveZ: Drew 3 regions Pass NegativeZ: Drew 6 regions There are only 400 regions to draw and the light is in the center of them. As you can see, the PositiveY direction is drawing every single region. With the near/far planes of the perspective matrix set as small as they are, there's no way a single frustum could contain every single region.

    Read the article

  • Determining explosion radius damage - Circle to Rectangle 2D

    - by Paul Renton
    One of the Cocos2D games I am working on has circular explosion effects. These explosion effects need to deal a percentage of their set maximum damage to all game characters (represented by rectangular bounding boxes as the objects in question are tanks) within the explosion radius. So this boils down to circle to rectangle collision and how far away the circle's radius is from the closest rectangle edge. I took a stab at figuring this out last night, but I believe there may be a better way. In particular, I don't know the best way to determine what percentage of damage to apply based on the distance calculated. Note : All tank objects have an anchor point of (0,0) so position is according to bottom left corner of bounding box. Explosion point is the center point of the circular explosion. TankObject * tank = (TankObject*) gameSprite; float distanceFromExplosionCenter; // IMPORTANT :: All GameCharacter have an assumed (0,0) anchor if (explosionPoint.x < tank.position.x) { // Explosion to WEST of tank if (explosionPoint.y <= tank.position.y) { //Explosion SOUTHWEST distanceFromExplosionCenter = ccpDistance(explosionPoint, tank.position); } else if (explosionPoint.y >= (tank.position.y + tank.contentSize.height)) { // Explosion NORTHWEST distanceFromExplosionCenter = ccpDistance(explosionPoint, ccp(tank.position.x, tank.position.y + tank.contentSize.height)); } else { // Exp center's y is between bottom and top corner of rect distanceFromExplosionCenter = tank.position.x - explosionPoint.x; } // end if } else if (explosionPoint.x > (tank.position.x + tank.contentSize.width)) { // Explosion to EAST of tank if (explosionPoint.y <= tank.position.y) { //Explosion SOUTHEAST distanceFromExplosionCenter = ccpDistance(explosionPoint, ccp(tank.position.x + tank.contentSize.width, tank.position.y)); } else if (explosionPoint.y >= (tank.position.y + tank.contentSize.height)) { // Explosion NORTHEAST distanceFromExplosionCenter = ccpDistance(explosionPoint, ccp(tank.position.x + tank.contentSize.width, tank.position.y + tank.contentSize.height)); } else { // Exp center's y is between bottom and top corner of rect distanceFromExplosionCenter = explosionPoint.x - (tank.position.x + tank.contentSize.width); } // end if } else { // Tank is either north or south and is inbetween left and right corner of rect if (explosionPoint.y < tank.position.y) { // Explosion is South distanceFromExplosionCenter = tank.position.y - explosionPoint.y; } else { // Explosion is North distanceFromExplosionCenter = explosionPoint.y - (tank.position.y + tank.contentSize.height); } // end if } // end outer if if (distanceFromExplosionCenter < explosionRadius) { /* Collision :: Smaller distance larger the damage */ int damageToApply; if (self.directHit) { damageToApply = self.explosionMaxDamage + self.directHitBonusDamage; [tank takeDamageAndAdjustHealthBar:damageToApply]; CCLOG(@"Explsoion-> DIRECT HIT with total damage %d", damageToApply); } else { // TODO adjust this... turning out negative for some reason... damageToApply = (1 - (distanceFromExplosionCenter/explosionRadius) * explosionMaxDamage); [tank takeDamageAndAdjustHealthBar:damageToApply]; CCLOG(@"Explosion-> Non direct hit collision with tank"); CCLOG(@"Damage to apply is %d", damageToApply); } // end if } else { CCLOG(@"Explosion-> Explosion distance is larger than explosion radius"); } // end if } // end if Questions: 1) Can this circle to rect collision algorithm be done better? Do I have too many checks? 2) How to calculate the percentage based damage? My current method generates negative numbers occasionally and I don't understand why (Maybe I need more sleep!). But, in my if statement, I ask if distance < explosion radius. When control goes through, distance/radius must be < 1 right? So 1 - that intermediate calculation should not be negative. Appreciate any help/advice!

    Read the article

  • Resolving collisions between dynamic game objects

    - by TheBroodian
    I've been building a 2D platformer for some time now, I'm getting to the point where I am adding dynamic objects to the stage for testing. This has prompted me to consider how I would like my character and other objects to behave when they collide. A typical staple in many 2D platformer type games is that the player takes damage upon touching an enemy, and then essentially becomes able to pass through enemies during a period of invulnerability, and at the same time, enemies are able to pass through eachother freely. I personally don't want to take this approach, it feels strange to me that the player should receive arbitrary damage for harmless contact to an enemy, despite whether the enemy is attacking or not, and I would like my enemies' interactions between each other (and my player) to be a little more organic, so to speak. In my head I sort of have this idea where a game object (player, or non player) would be able to push other game objects around by manner of 'pushing' each other out of one anothers' bounding boxes if there is an intersection, and maybe correlate the repelling force to how much their bounding boxes are intersecting. The problem I'm experiencing is I have no idea what the math might look like for something like this? I'll show what work I've done so far, it sort of works, but it's jittery, and generally not quite what I would pass in a functional game: //Clears the anti-duplicate buffer collisionRecord.Clear(); //pick a thing foreach (GameObject entity in entities) { //pick another thing foreach (GameObject subject in entities) { //check to make sure both things aren't the same thing if (!ReferenceEquals(entity, subject)) { //check to see if thing2 is in semi-near proximity to thing1 if (entity.WideProximityArea.Intersects(subject.CollisionRectangle) || entity.WideProximityArea.Contains(subject.CollisionRectangle)) { //check to see if thing2 and thing1 are colliding. if (entity.CollisionRectangle.Intersects(subject.CollisionRectangle) || entity.CollisionRectangle.Contains(subject.CollisionRectangle) || subject.CollisionRectangle.Contains(entity.CollisionRectangle)) { //check if we've already resolved their collision or not. if (!collisionRecord.ContainsKey(entity.GetHashCode())) { //more duplicate resolution checking. if (!collisionRecord.ContainsKey(subject.GetHashCode())) { //if thing1 is traveling right... if (entity.Velocity.X > 0) { //if it isn't too far to the right... if (subject.CollisionRectangle.Contains(new Microsoft.Xna.Framework.Rectangle(entity.CollisionRectangle.Right, entity.CollisionRectangle.Y, 1, entity.CollisionRectangle.Height)) || subject.CollisionRectangle.Intersects(new Microsoft.Xna.Framework.Rectangle(entity.CollisionRectangle.Right, entity.CollisionRectangle.Y, 1, entity.CollisionRectangle.Height))) { //Find how deep thing1 is intersecting thing2's collision box; float offset = entity.CollisionRectangle.Right - subject.CollisionRectangle.Left; //Move both things in opposite directions half the length of the intersection, pushing thing1 to the left, and thing2 to the right. entity.Velocities.Add(new Vector2(-(((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); subject.Velocities.Add(new Vector2((((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); } } //if thing1 is traveling left... if (entity.Velocity.X < 0) { //if thing1 isn't too far left... if (entity.CollisionRectangle.Contains(new Microsoft.Xna.Framework.Rectangle(subject.CollisionRectangle.Right, subject.CollisionRectangle.Y, 1, subject.CollisionRectangle.Height)) || entity.CollisionRectangle.Intersects(new Microsoft.Xna.Framework.Rectangle(subject.CollisionRectangle.Right, subject.CollisionRectangle.Y, 1, subject.CollisionRectangle.Height))) { //Find how deep thing1 is intersecting thing2's collision box; float offset = subject.CollisionRectangle.Right - entity.CollisionRectangle.Left; //Move both things in opposite directions half the length of the intersection, pushing thing1 to the right, and thing2 to the left. entity.Velocities.Add(new Vector2((((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); subject.Velocities.Add(new Vector2(-(((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); } } //Make record that thing1 and thing2 have interacted and the collision has been solved, so that if thing2 is picked next in the foreach loop, it isn't checked against thing1 a second time before the next update. collisionRecord.Add(entity.GetHashCode(), subject.GetHashCode()); } } } } } } } } One of the biggest issues with my code aside from the jitteriness is that if one character were to land on top of another character, it very suddenly and abruptly resolves the collision, whereas I would like a more subtle and gradual resolution. Any thoughts or ideas are incredibly welcome and helpful.

    Read the article

  • XNA - 3D AABB collision detection and response

    - by fastinvsqrt
    I've been fiddling around with 3D AABB collision in my voxel engine for the last couple of days, and every method I've come up with thus far has been almost correct, but each one never quite worked exactly the way I hoped it would. Currently what I do is get two bounding boxes for my entity, one modified by the X translation component and the other by the Z component, and check if each collides with any of the surrounding chunks (chunks have their own octrees that are populated only with blocks that support collision). If there is a collision, then I cast out rays into that chunk to get the shortest collision distance, and set the translation component to that distance if the component is greater than the distance. The problem is that sometimes collisions aren't even registered. Here's a video on YouTube that I created showing what I mean. I suspect the problem may be with the rays that I cast to get the collision distance not being where I think they are, but I'm not entirely sure what would be wrong with them if they are indeed the problem. Here is my code for collision detection and response in the X direction (the Z direction is basically the same): // create the XZ offset vector Vector3 offsXZ = new Vector3( ( _translation.X > 0.0f ) ? SizeX / 2.0f : ( _translation.X < 0.0f ) ? -SizeX / 2.0f : 0.0f, 0.0f, ( _translation.Z > 0.0f ) ? SizeZ / 2.0f : ( _translation.Z < 0.0f ) ? -SizeZ / 2.0f : 0.0f ); // X physics BoundingBox boxx = GetBounds( _translation.X, 0.0f, 0.0f ); if ( _translation.X > 0.0f ) { foreach ( Chunk chunk in surrounding ) { if ( chunk.Collides( boxx ) ) { float dist = GetShortestCollisionDistance( chunk, Vector3.Right, offsXZ ) - 0.0001f; if ( dist < _translation.X ) { _translation.X = dist; } } } } else if ( _translation.X < 0.0f ) { foreach ( Chunk chunk in surrounding ) { if ( chunk.Collides( boxx ) ) { float dist = GetShortestCollisionDistance( chunk, Vector3.Left, offsXZ ) - 0.0001f; if ( dist < -_translation.X ) { _translation.X = -dist; } } } } And here is my implementation for GetShortestCollisionDistance: private float GetShortestCollisionDistance( Chunk chunk, Vector3 rayDir, Vector3 offs ) { int startY = (int)( -SizeY / 2.0f ); int endY = (int)( SizeY / 2.0f ); int incY = (int)Cube.Size; float dist = Chunk.Size; for ( int y = startY; y <= endY; y += incY ) { // Position is the center of the entity's bounding box Ray ray = new Ray( new Vector3( Position.X + offs.X, Position.Y + offs.Y + y, Position.Z + offs.Z ), rayDir ); // Chunk.GetIntersections(Ray) returns Dictionary<Block, float?> foreach ( var pair in chunk.GetIntersections( ray ) ) { if ( pair.Value.HasValue && pair.Value.Value < dist ) { dist = pair.Value.Value; } } } return dist; } I realize some of this code can be consolidated to help with speed, but my main concern right now is to get this bit of physics programming to actually work.

    Read the article

  • OpenCV: Shift/Align face image relative to reference Image (Image Registration)

    - by Abhischek
    I am new to OpenCV2 and working on a project in emotion recognition and would like to align a facial image in relation to a reference facial image. I would like to get the image translation working before moving to rotation. Current idea is to run a search within a limited range on both x and y coordinates and use the sum of squared differences as error metric to select the optimal x/y parameters to align the image. I'm using the OpenCV face_cascade function to detect the face images, all images are resized to a fixed (128x128). Question: Which parameters of the Mat image do I need to modify to shift the image in a positive/negative direction on both x and y axis? I believe setImageROI is no longer supported by Mat datatypes? I have the ROIs for both faces available however I am unsure how to use them. void alignImage(vector<Rect> faceROIstore, vector<Mat> faceIMGstore) { Mat refimg = faceIMGstore[1]; //reference image Mat dispimg = faceIMGstore[52]; // "displaced" version of reference image //Rect refROI = faceROIstore[1]; //Bounding box for face in reference image //Rect dispROI = faceROIstore[52]; //Bounding box for face in displaced image Mat aligned; matchTemplate(dispimg, refimg, aligned, CV_TM_SQDIFF_NORMED); imshow("Aligned image", aligned); } The idea for this approach is based on Image Alignment Tutorial by Richard Szeliski Working on Windows with OpenCV 2.4. Any suggestions are much appreciated.

    Read the article

  • Why does this Object wonk out & get deleted ?

    - by brainydexter
    Stepping through the debugger, the BBox object is okay at the entry of the function, but as soon as it enters the function, the vfptr object points to 0xccccc. I don't get it. What is causing this ? Why is there a virtual table reference in there when the object is not derived from other class. (Though, it resides in GameObject from which my Player class inherits and I retrieve the BBox from within player. But, why does the BBox have the reference ? Shouldn't it be player who should be maintained in that reference ?) For 1; some code for reference: A. I retrieve the bounding box from player. This returns a bounding box as expected. I then send its address to GetGridCells. const BoundingBox& l_Bbox = l_pPlayer-GetBoundingBox(); boost::unordered_set < Cell*, CellPHash & l_GridCells = GetGridCells ( &l_Bbox ); B. This is where a_pBoundingBox goes crazy and gets that garbage value. boost::unordered_set< Cell*, CellPHash CollisionMgr::GetGridCells(const BoundingBox *a_pBoundingBox) { I think the following code is also pertinent, so I'm sticking this in here anyways: const BoundingBox& Player::GetBoundingBox(void) { return BoundingBox( &GetBoundingSphere() ); } const BoundingSphere& Player::GetBoundingSphere(void) { BoundingSphere& l_BSphere = m_pGeomMesh-m_BoundingSphere; l_BSphere.m_Center = GetPosition(); return l_BSphere; } // BoundingBox Constructor BoundingBox(const BoundingSphere* a_pBoundingSphere); Can anyone please give me some idea as to why this is happening? Also, if you want me to post more code, please do let me know. Thanks!

    Read the article

  • Choosing circle radius to fully fill a rectangle

    - by Andy
    Hi, the pixman image library can draw radial color gradients between two circles. I'd like the radial gradient to fill a rectangular area defined by "width" and "height" completely. Now my question, how should I choose the radius of the outer circle? My current parameters are the following: A) inner circle (start of gradient) center pointer of inner circle: (width*0.5|height*0.5) radius of inner circle: 1 color: black B) outer circle (end of gradient) center pointer of outer circle: (width*0.5|height*0.5) radius of outer circle: ??? color: white How should I choose the radius of the outer circle to make sure that the outer circle will entirely fill my bounding rectangle defined by width*height. There shall be no empty areas in the corners, the area shall be completely covered by the circle. In other words, the bounding rectangle width,height must fit entirely into the outer circle. Choosing outer_radius = max(width, height) * 0.5 as the radius for the outer circle is obviously not enough. It must be bigger, but how much bigger? Thanks!

    Read the article

< Previous Page | 15 16 17 18 19 20 21 22 23 24 25 26  | Next Page >