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  • Sep 10 Week - I'll be on the West Coast Speaking in Irvine and San Fran

    - by RickHeiges
    In my role as a Solutions Architect for Scalability Experts, I often get to present to customers about the work that we performed. Unfortunately, this is often on short notice and I can't coordinate a trip to participate in a User Group Meeting. Next week, I was able to coordinate my west coast trip to be able to present. I am heading to Irvine at the MTC on Sepember 11 and San Francisco at the MSFT offices on Sep 13 to speak to customers who want to learn more about SQL Server 2012.To register for...(read more)

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  • SQL SERVER – Validating Spatial Object as NULL using IsNULL

    - by pinaldave
    Follow up questions are the most fun part of writing a blog post. Earlier I wrote about SQL SERVER – Validating Spatial Object with IsValidDetailed Function and today I received a follow up question on the same subject. The question was mainly about how NULL is handled by spatial functions. Well, NULL is NULL. It is very easy to work with NULL. There are two different ways to validate if the passed in the value is NULL or not. 1) Using IsNULL Function IsNULL function validates if the object is null or not, if object is not null it will return you value 0 and if object is NULL it will return you the value NULL. DECLARE @p GEOMETRY = 'Polygon((2 2, 3 3, 4 4, 5 5, 6 6, 2 2))' SELECT @p.ISNULL ObjIsNull GO DECLARE @p GEOMETRY = NULL SELECT @p.ISNULL ObjIsNull GO 2) Using IsValidDetailed Function IsValidateDetails function validates if the object is valid or not. If the object is valid it will return 24400: Valid but if the object is not valid it will give message with the error number. In case object is NULL it will return the value as NULL. DECLARE @p GEOMETRY = 'Polygon((2 2, 3 3, 4 4, 5 5, 6 6, 2 2))' SELECT @p.IsValidDetailed() IsValid GO DECLARE @p GEOMETRY = NULL SELECT @p.IsValidDetailed() IsValid GO When to use what? Now you can see that there are two different ways to validate the NULL values. I personally have no preference about using one over another. However, there is one clear difference between them. In case of the IsValidDetailed Function the return value is nvarchar(max) and it is not always possible to compare the value with nvarchar(max). Whereas the ISNULL function returns the bit value of 0 when the object is null and it is easy to determine if the object is null or not in the case of ISNULL function. Additionally, ISNULL function does not check if the object is valid or not and will return the value 0 if the object is not NULL. Now you know even though either of the function can be used in place of each other both have very specific use case. Use the one which fits your business case. Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Function, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology Tagged: Spatial Database, SQL Spatial

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  • Package system broken - E: Sub-process /usr/bin/dpkg returned an error code (1)

    - by delha
    After installing some packages and libraries I have an error on Package Manager, I can't run any update because it says: "The package system is broken If you are using third party repositories then disable them, since they are a common source of problems. Now run the following command in a terminal: apt-get install -f " I've tried to do what it says and it returns me: jara@jara-Aspire-5738:~$ sudo apt-get install -f Reading package lists... Done Building dependency tree Reading state information... Done Correcting dependencies... Done The following packages were automatically installed and are no longer required: libcaca-dev libopencv2.3-bin nite-dev python-bluez ps-engine libslang2-dev python-sphinx ros-electric-geometry-tutorials ros-electric-geometry-visualization python-matplotlib libzzip-dev ros-electric-orocos-kinematics-dynamics ros-electric-physics-ode libbluetooth-dev libaudiofile-dev libassimp2 libnetpbm10-dev ros-electric-laser-pipeline python-epydoc ros-electric-geometry-experimental libasound2-dev evtest python-matplotlib-data libyaml-dev ros-electric-bullet ros-electric-executive-smach ros-electric-documentation libgl2ps0 libncurses5-dev ros-electric-robot-model texlive-fonts-recommended python-lxml libwxgtk2.8-dev daemontools libxxf86vm-dev libqhull-dev libavahi-client-dev ros-electric-geometry libgl2ps-dev libcurl4-openssl-dev assimp-dev libusb-1.0-0-dev libopencv2.3 ros-electric-diagnostics-monitors libsdl1.2-dev libjs-underscore libsdl-image1.2 tipa libusb-dev libtinfo-dev python-tz python-sip libfltk1.1 libesd0 libfreeimage-dev ros-electric-visualization x11proto-xf86vidmode-dev python-docutils libvtk5.6 ros-electric-assimp x11proto-scrnsaver-dev libnetcdf-dev libidn11-dev libeigen3-dev joystick libhdf5-serial-1.8.4 ros-electric-joystick-drivers texlive-fonts-recommended-doc esound-common libesd0-dev tcl8.5-dev ros-electric-multimaster-experimental ros-electric-rx libaudio-dev ros-electric-ros-tutorials libwxbase2.8-dev ros-electric-visualization-common python-sip-dev ros-electric-visualization-tutorials libfltk1.1-dev libpulse-dev libnetpbm10 python-markupsafe openni-dev tk8.5-dev wx2.8-headers freeglut3-dev libavahi-common-dev python-roman python-jinja2 ros-electric-robot-model-visualization libxss-dev libqhull5 libaa1-dev ros-electric-eigen freeglut3 ros-electric-executive-smach-visualization ros-electric-common-tutorials ros-electric-robot-model-tutorials libnetcdf6 libjs-sphinxdoc python-pyparsing libaudiofile0 Use 'apt-get autoremove' to remove them. The following extra packages will be installed: libcv-dev The following NEW packages will be installed libcv-dev 0 upgraded, 1 newly installed, 0 to remove and 4 not upgraded. 2 not fully installed or removed. Need to get 0 B/3,114 kB of archives. After this operation, 11.1 MB of additional disk space will be used. Do you want to continue [Y/n]? y (Reading database ... 261801 files and directories currently installed.) Unpacking libcv-dev (from .../libcv-dev_2.1.0-7build1_amd64.deb) ... dpkg: error processing /var/cache/apt/archives/libcv-dev_2.1.0-7build1_amd64.deb (-- unpack): trying to overwrite '/usr/bin/opencv_haartraining', which is also in package libopencv2.3-bin 2.3.1+svn6514+branch23-12~oneiric dpkg-deb: error: subprocess paste was killed by signal (Broken pipe) Errors were encountered while processing: /var/cache/apt/archives/libcv-dev_2.1.0-7build1_amd64.deb E: Sub-process /usr/bin/dpkg returned an error code (1) I've tried everything people recommend on internet like: sudo apt-get clean sudo apt-get autoremove sudo apt-get update sudo apt-get upgrade sudo apt-get -f install Also I've tried to install the synaptic manager but it doesn't let me install anything.. As you can see nothing works so I'm desperate! I'm using ubuntu 11.10, 64 bits Thanks!!

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  • get stick analogue XY position using Jinput in lwjgl

    - by oIrC
    i want to capture the movement of the analogue stick of the gamePad. is there any equivalent function to this public void mouseMoved(MouseEvent mouseEvent) { mouseEvent.getX(); //return the X coordinate of the cursor inside a component mouseEvent.getY();//return the Y coordinate of the cursor inside a component } into lwjgl.input.Controllers, i found controller.getAxisValue() but this one doesn't work as the function above. any help? thanks.

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  • How best to handle ID3D11InputLayout in rendering code?

    - by JohnB
    I'm looking for an elegant way to handle input layouts in my directx11 code. The problem I have that I have an Effect class and a Element class. The effect class encapsulates shaders and similar settings, and the Element class contains something that can be drawn (3d model, lanscape etc) My drawing code sets the device shaders etc using the effect specified and then calls the draw function of the Element to draw the actual geometry contained in it. The problem is this - I need to create an D3D11InputLayout somewhere. This really belongs in the Element class as it's no business of the rest of the system how that element chooses to represent it's vertex layout. But in order to create the object the API requires the vertex shader bytecode for the vertex shader that will be used to draw the object. In directx9 it was easy, there was no dependency so my element could contain it's own input layout structures and set them without the effect being involved. But the Element shouldn't really have to know anything about the effect that it's being drawn with, that's just render settings, and the Element is there to provide geometry. So I don't really know where to store and how to select the InputLayout for each draw call. I mean, I've made something work but it seems very ugly. This makes me thing I've either missed something obvious, or else my design of having all the render settings in an Effect, the Geometry in an Element, and a 3rd party that draws it all is just flawed. Just wondering how anyone else handles their input layouts in directx11 in a elegant way?

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  • An alternative to a video codec for storing motion changes [on hold]

    - by Andrew Simpson
    I have a 3 dimensional byte array. The 3-d array represents a jpeg image. Each channel/array represents part of the RGB spectrum. I am not interested in retaining black pixels. A black pixel is represented by this atypical arrangement: myarray[0,0,0] =0; myarray[0,0,1] =0; myarray[0,0,2] =0; So, I have flattened this 3d array out to a 1d array by doing this byte[] AFlatArray = new byte[width x height x 3] and then assigning values respective to the coordinate. But like I said I do not want black pixels. So this array has to only contain color pixels with the x,y coordinate. The result I want is to re-represent the image from the i dimension byte array that only contains non-black pixels. How do I do that? It looks like I have to store black pixels as well because of the xy coordinate system. I have tried writing to a binary file but the size of that file is greater than the jpeg file as the jpeg file is compressed. I am using c#.

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  • Excel: Plot order total in map coordinates

    - by Phliplip
    I have a set of data that looks like this: -X--Y----Amount- AE 24 $178,00 Y 27 $162,00 AD 34 $680,00 AK 35 $178,00 Y 25 $29,00 U 23 $178,00 X 38 $193,00 AC 30 $226,00 AK 39 $152,00 AJ 34 $217,00 AC 35 $183,00 AA 22 $211,00 Z 19 $172,00 AJ 32 $187,00 AF 26 $272,00 AI 27 $220,00 AJ 34 $320,00 AB 32 $183,00 AB 35 $272,00 AC 32 $207,00 AB 28 $178,00 AC 30 $168,00 AC 28 $178,00 AB 32 $310,00 AD 30 $188,00 AB 35 $188,00 The sample above is only an excerpt of the total dataset of 16K rows Each row represents a single delivery order, where the 2 first columns are the map coordinate and the third the purchase amount. Would it be possible to plot the above data in a chart or coordinate system. Where the each plot should be a summary of all sales in the same map coordinate. Also a similar chart of order count would be nice to have.

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  • Best way to implement mouse-based movement in MMOG

    - by fiftyeight
    I want to design an MMO where players click the destination they want to walk to with their mouse and the character moves there, similar to Runescape in this manner. I think it should be easier than keyboard movement since the client can simply send the server the destination each time the player clicks on a destination. The main thing I'm trying to decide is what to do when there are obstacles in the way. It's no problem to implement a simple path-finding solution on the client, the question is if the server will do path-finding as well, since it'll probably take too much Computation power from the server. What I though is that when there is an obstacle the client will send only the first coordinate it plans to go to and then when he gets there he'll send the next coordinate automatically. For example if there is a rock in the way the character will decide on a route that is made of two destinations so it goes around the rock and when it arrives at the first destination it sends the next coordinate. That way if the player changes destination is the middle he won't send unnecessary information. Is this a good way to implement it and is there a standard way MMOGs usually do it? EDIT: I should also mention that the server will make sure all movements are legal and there aren't any walls in the way etc. In the way I wrote it should be quite easy since all movements will be sent in straight lines so the server will just check there aren't any obstacles along that line.

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  • OpenGL ES rotate texture

    - by 0xSina
    I just got started with OpenGL ES... I have a fragment: const char * sFragment = _STRINGIFY( varying highp vec2 coordinate; precision mediump float; uniform vec4 maskC; uniform float threshold; uniform sampler2D videoframe; uniform sampler2D videosprite; uniform vec4 mask; uniform vec4 maskB; uniform int recording; vec3 normalize(vec3 color, float meanr) { return color*vec3(0.75 + meanr, 1., 1. - meanr); } void main() { float d; float dB; float dC; float meanr; float meanrB; float meanrC; float minD; vec4 pixelColor; vec4 spriteColor; pixelColor = texture2D(videoframe, coordinate); spriteColor = texture2D(videosprite, coordinate); meanr = (pixelColor.r + mask.r)/8.; meanrB = (pixelColor.r + maskB.r)/8.; meanrC = (pixelColor.r + maskC.r)/8.; d = distance(normalize(pixelColor.rgb, meanr), normalize(mask.rgb, meanr)); dB = distance(normalize(pixelColor.rgb, meanrB), normalize(maskB.rgb, meanrB)); dC = distance(normalize(pixelColor.rgb, meanrC), normalize(maskC.rgb, meanrC)); minD = min(d, dB); minD = min(minD, dC); gl_FragColor = spriteColor; if (minD > threshold) { gl_FragColor = pixelColor; } } Now, depending on wether recording is 0 or 1, I want to rotate uniform sampler2D videosprite 180 degrees (reflection in x-axis, flip vertically). How can I do that? I found the function glRotatef(), but how do i specify that I want to rotate video sprite and not videoframe? Thanks

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  • Converting 3 dimension byte array to a single byte array [on hold]

    - by Andrew Simpson
    I have a 3 dimensional byte array. The 3-d array represents a jpeg image. Each channel/array represents part of the RGB spectrum. I am not interested in retaining black pixels. A black pixel is represented by this atypical arrangement: myarray[0,0,0] =0; myarray[0,0,1] =0; myarray[0,0,2] =0; So, I have flattened this 3d array out to a 1d array by doing this byte[] AFlatArray = new byte[width x height x 3] and then assigning values respective to the coordinate. But like I said I do not want black pixels. So this array has to only contain color pixels with the x,y coordinate. The result I want is to re-represent the image from the i dimension byte array that only contains non-black pixels. How do I do that? It looks like I have to store black pixels as well because of the xy coordinate system. I have tried writing to a binary file but the size of that file is greater than the jpeg file as the jpeg file is compressed. I am using c#.

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  • Can anyone point me to some open source directX rendering engines or frameworks? [on hold]

    - by Jim
    I'm completely new to graphics API programmming, but not at all new to the theory and principle operation of game engines and rendering engines. That being said, I want to do some experiments of rendering very dense geometry scenes in a basic rendering engine or game engine. I don't need a lot of bells and whistles. What I need is enough control that I can implement my own scene graph algorithms and control the rendering pipeline very specifically. My ideal candidate engine would be either a rendering engine or game engine with a modular design that might be ready to go out of the box but would be simple enough in case I need to rip out some of the guts in the rendering management and implement my own. It's a tough call because I'm right at the level where it's almost better to go from scratch, but there's no sense in having to build every single basic thing such as heirarchical transforms, etc. I just want to work with rendering optimization to push dense geometry for maximum FPS. Does anyone have a suggestion for an engine or basic framework to use? I requested DirectX in my title because I figured it would likely be better supported and less likely for me to run into some obscure less-documented problem. But OpenGL might be acceptable if the recommended framework was definitely better than my other options. EDIT: I should add that I really want GPU tessellation support (part of adding to the density of geometry detail).

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  • When should I use indexed arrays of OpenGL vertices?

    - by Tartley
    I'm trying to get a clear idea of when I should be using indexed arrays of OpenGL vertices, drawn with gl[Multi]DrawElements and the like, versus when I should simply use contiguous arrays of vertices, drawn with gl[Multi]DrawArrays. (Update: The consensus in the replies I got is that one should always be using indexed vertices.) I have gone back and forth on this issue several times, so I'm going to outline my current understanding, in the hopes someone can either tell me I'm now finally more or less correct, or else point out where my remaining misunderstandings are. Specifically, I have three conclusions, in bold. Please correct them if they are wrong. One simple case is if my geometry consists of meshes to form curved surfaces. In this case, the vertices in the middle of the mesh will have identical attributes (position, normal, color, texture coord, etc) for every triangle which uses the vertex. This leads me to conclude that: 1. For geometry with few seams, indexed arrays are a big win. Follow rule 1 always, except: For geometry that is very 'blocky', in which every edge represents a seam, the benefit of indexed arrays is less obvious. To take a simple cube as an example, although each vertex is used in three different faces, we can't share vertices between them, because for a single vertex, the surface normals (and possible other things, like color and texture co-ord) will differ on each face. Hence we need to explicitly introduce redundant vertex positions into our array, so that the same position can be used several times with different normals, etc. This means that indexed arrays are of less use. e.g. When rendering a single face of a cube: 0 1 o---o |\ | | \ | | \| o---o 3 2 (this can be considered in isolation, because the seams between this face and all adjacent faces mean than none of these vertices can be shared between faces) if rendering using GL_TRIANGLE_FAN (or _STRIP), then each face of the cube can be rendered thus: verts = [v0, v1, v2, v3] colors = [c0, c0, c0, c0] normal = [n0, n0, n0, n0] Adding indices does not allow us to simplify this. From this I conclude that: 2. When rendering geometry which is all seams or mostly seams, when using GL_TRIANGLE_STRIP or _FAN, then I should never use indexed arrays, and should instead always use gl[Multi]DrawArrays. (Update: Replies indicate that this conclusion is wrong. Even though indices don't allow us to reduce the size of the arrays here, they should still be used because of other performance benefits, as discussed in the comments) The only exception to rule 2 is: When using GL_TRIANGLES (instead of strips or fans), then half of the vertices can still be re-used twice, with identical normals and colors, etc, because each cube face is rendered as two separate triangles. Again, for the same single cube face: 0 1 o---o |\ | | \ | | \| o---o 3 2 Without indices, using GL_TRIANGLES, the arrays would be something like: verts = [v0, v1, v2, v2, v3, v0] normals = [n0, n0, n0, n0, n0, n0] colors = [c0, c0, c0, c0, c0, c0] Since a vertex and a normal are often 3 floats each, and a color is often 3 bytes, that gives, for each cube face, about: verts = 6 * 3 floats = 18 floats normals = 6 * 3 floats = 18 floats colors = 6 * 3 bytes = 18 bytes = 36 floats and 18 bytes per cube face. (I understand the number of bytes might change if different types are used, the exact figures are just for illustration.) With indices, we can simplify this a little, giving: verts = [v0, v1, v2, v3] (4 * 3 = 12 floats) normals = [n0, n0, n0, n0] (4 * 3 = 12 floats) colors = [c0, c0, c0, c0] (4 * 3 = 12 bytes) indices = [0, 1, 2, 2, 3, 0] (6 shorts) = 24 floats + 12 bytes, and maybe 6 shorts, per cube face. See how in the latter case, vertices 0 and 2 are used twice, but only represented once in each of the verts, normals and colors arrays. This sounds like a small win for using indices, even in the extreme case of every single geometry edge being a seam. This leads me to conclude that: 3. When using GL_TRIANGLES, one should always use indexed arrays, even for geometry which is all seams. Please correct my conclusions in bold if they are wrong.

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  • C# slowdown while creating a bitmap - calculating distances from a large List of places for each pixel

    - by user576849
    I'm creating a graphic of the glow of lights above a geographic location based upon Walkers Law: Skyglow=0.01*Population*DistanceFromCenter^-2.5 I have a CSV file of places with 66,000 records using 5 fields (id,name,population,latitude,longitude), parsed on the FormLoad event and stored it in: List<string[]> placeDataList Then I set up nested loops to fill in a bitmap using SetPixel. For each pixel on the bitmap, which represents a coordinate on a map (latitude and longitude), the program loops through placeDataList – calculating the distance from that coordinate (pixel) to each place record. The distance (along with population) is used in a calculation to find how much cumulative sky glow is contributed to the coordinate from each place record. So, for every pixel, 66,000 distance calculations must be made. The problem is, this is predictably EXTREMELY slow – on the order of one line of pixels per 30 seconds or so on a 320 pixel wide image. This is unrelated to SetPixel, which I know is also slow, because the speed is similarly slow when adding the distance calculation results to an array. I don’t actually need to test all 66,000 records for every pixel, only the records within 150 miles (i.e. no skyglow is contributed to a coordinate from a small town 3000 miles away). But to find which records are within 150 miles of my coordinate I would still need to loop through all the records for each pixel. I can't use a smaller number of records because all 66,000 places contribute to skyglow for SOME coordinate in my map as it loops. This seems like a Catch-22, so I know there must be a better method out there. Like I mentioned, the slowdown is related to how many calculations I’m making per pixel, not anything to do with the bitmap. Any suggestions? private void fillPixels(int width) { Color pixelColor; int pixel_w = width; int pixel_h = (int)Math.Floor((width * 0.424088664)); Bitmap bmp = new Bitmap(pixel_w, pixel_h); for (int i = 0; i < pixel_h; i++) for (int j = 0; j < pixel_w; j++) { pixelColor = getPixelColor(i, j); bmp.SetPixel(j, i, pixelColor); } bmp.Save("Nightfall", System.Drawing.Imaging.ImageFormat.Jpeg); pictureBox1.Image = bmp; MessageBox.Show("Done"); } private Color getPixelColor(int height, int width) { int c; double glow,d,cityLat,cityLon,cityPop; double testLat, testLon; int size_h = (int)Math.Floor((size_w * 0.424088664)); ; testLat = (height * (24.443136 / size_h)) + 24.548874; testLon = (width * (57.636853 / size_w)) -124.640767; glow = 0; for (int i = 0; i < placeDataList.Count; i++) { cityPop=Convert.ToDouble(placeDataList[i][2]); cityLat=Convert.ToDouble(placeDataList[i][3]); cityLon=Convert.ToDouble(placeDataList[i][4]); d = distance(testLat, testLon, cityLat, cityLon,"M"); if(d<150) glow = glow+(0.01 * cityPop * Math.Pow(d, -2.5)); } if (glow >= 1) glow=1; c = (int)Math.Ceiling(glow * 255); return Color.FromArgb(c, c, c); }

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  • OpenGL FrameBuffer Objects weird behavior

    - by Ben Jones
    My algorithm is this: Render the scene to a FBO with shadow mapping from multiple locations Render the scene to the screen with shadow mapping ...black magic that I still have to imlement... Combine the samples from step 1 with the image from step 2 I'm trying to debug steps 1 and 2 and am coming across STRANGE behavior. My algorithm for each shadow mapped pass is: render the scene to a FBO connected to a depth array texture from the POV of each light render the scene from the viewpoint and use vertex/frag shaders to compare the depths When I run my algorithm this way: render from point to FBO render from point to screen glutSwapBuffers() The normal vectors in the screen pass appear to be incorrect (inverted possibly). I'm pretty sure that's the issue because my diffuse lighting calculation is incorrect, but the material colors are correct, and the shadows appear in the correct places. So, it seems like the only thing that could be the culprit is the normals. However if I do render from point to FBO render from point to Screen glutSwapBuffers() //wrong here render from point to Screen glutSwapBuffers() the second pass is correct. I assume there's a problem with my framebuffer calls. Can anyone see what the problem is from the log below? Its from a bugle trace grepped for 'buffer' with a few edits to make it a little more clear. Thanks! [INFO] trace.call: glGenFramebuffersEXT(1, 0xdfeb90 - { 1 }) [INFO] trace.call: glGenFramebuffersEXT(1, 0xdfebac - { 2 }) [INFO] trace.call: glBindFramebufferEXT(GL_FRAMEBUFFER, 1) [INFO] trace.call: glDrawBuffer(GL_NONE) [INFO] trace.call: glReadBuffer(GL_NONE) [INFO] trace.call: glBindFramebufferEXT(GL_FRAMEBUFFER, 0) //start render to FBO [INFO] trace.call: glBindFramebufferEXT(GL_FRAMEBUFFER, 2) [INFO] trace.call: glReadBuffer(GL_NONE) [INFO] trace.call: glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 2, 0) [INFO] trace.call: glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 3, 0) [INFO] trace.call: glDrawBuffer(GL_COLOR_ATTACHMENT0) //bind to the FBO attached to a depth tex array for shadows [INFO] trace.call: glBindFramebufferEXT(GL_FRAMEBUFFER, 1) [INFO] trace.call: glFramebufferTextureLayerARB(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, 1, 0, 0) [INFO] trace.call: glClear(GL_DEPTH_BUFFER_BIT) //draw geometry //bind to the FBO I want the shadow mapped image rendered to [INFO] trace.call: glBindFramebufferEXT(GL_FRAMEBUFFER, 2) [INFO] trace.call: glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) //draw geometry //draw to screen pass //again shadow mapping FBO [INFO] trace.call: glBindFramebufferEXT(GL_FRAMEBUFFER, 1) [INFO] trace.call: glFramebufferTextureLayerARB(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, 1, 0, 0) [INFO] trace.call: glClear(GL_DEPTH_BUFFER_BIT) //draw geometry //bind to the screen [INFO] trace.call: glBindFramebufferEXT(GL_FRAMEBUFFER, 0) [INFO] trace.call: glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) //finished, swap buffers [INFO] trace.call: glXSwapBuffers(0xd5fc10, 0x05800002) //INCORRECT OUTPUT //second try at render to screen: [INFO] trace.call: glBindFramebufferEXT(GL_FRAMEBUFFER, 1) [INFO] trace.call: glFramebufferTextureLayerARB(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, 1, 0, 0) [INFO] trace.call: glClear(GL_DEPTH_BUFFER_BIT) //draw geometry [INFO] trace.call: glBindFramebufferEXT(GL_FRAMEBUFFER, 0) [INFO] trace.call: glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) draw geometry [INFO] trace.call: glXSwapBuffers(0xd5fc10, 0x05800002) //correct output

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  • emo-framework in android move on collision of sprites with physics

    - by KaHeL
    I'm developing my first ever game for Android where I'm still learning about using of framework. To begin I made two sprites of ball where one ball is movable by dragging and another one is just standing on it's place on load. Now I've already added the collision listener for both sprites and as tested it's working properly. Now what I need to learn is on how can I add physics on both sprites where when they collide the standing sprite will move based on the physics and bounce around the screen. It would be best if you teach it to me step by step since I'm a little slow on this. Here's my nut so far: local stage = emo.Stage(); class Okay_1 { sprite = null; spriteok = null; dragStart = false; angle = 0; // Called when the stage is loaded function onLoad() { print("Level_1 is loaded!"); // Create new sprite and load 'f1.png' sprite = emo.Sprite("f1.png"); sprite.moveCenter(stage.getWindowWidth() * 0.5, stage.getWindowHeight() * 0.5); sprite.load(); spriteok = emo.Sprite("okay.png") spriteok.setWidth(100); spriteok.setHeight(100); spriteok.load(); // Check if the coordinate (X=100, Y=100) is inside the sprite if (spriteok.contains(100, 100)) { print("contains!"); } // Does the sprite collides with the other sprite? if (spriteok.collidesWith(sprite)) { print("collides!"); } } function onMotionEvent(ev) { if (ev.getAction() == MOTION_EVENT_ACTION_DOWN) { // Moves the sprite at the position of motion event angle = sprite.getAngle(); sprite.remove(); sprite = emo.Sprite("f2.png"); sprite.load(); sprite.rotate(angle); sprite.moveCenter(ev.getX(), ev.getY()); sprite.rotate(sprite.getAngle()+10); // Check if the coordinate (X=100, Y=100) is inside the sprite if (sprite.contains(sprite.getWidth(), sprite.getHeight())) { print("contains!"); } // Does the sprite collides with the other sprite? if (sprite.collidesWith(spriteok)) { print("collides!"); } dragStart = true; }else if (ev.getAction() == MOTION_EVENT_ACTION_MOVE) { if (dragStart) { // Moves the sprite at the position of motion event sprite.moveCenter(ev.getX(), ev.getY()); sprite.rotate(sprite.getAngle()+10); // Check if the coordinate (X=100, Y=100) is inside the sprite if (sprite.contains(sprite.getWidth(), sprite.getHeight())) { print("contains!"); } // Does the sprite collides with the other sprite? if (sprite.collidesWith(spriteok)) { print("collides!"); } } }else if (ev.getAction() == MOTION_EVENT_ACTION_UP || ev.getAction() == MOTION_EVENT_ACTION_CANCEL) { if (dragStart) { // change block color to red dragStart = false; angle = sprite.getAngle(); sprite.remove(); sprite = emo.Sprite("f1.png"); sprite.load(); sprite.moveCenter(ev.getX(), ev.getY()); sprite.rotate(angle); // Check if the coordinate (X=100, Y=100) is inside the sprite if (sprite.contains(sprite.getWidth(), sprite.getHeight())) { print("contains!"); } // Does the sprite collides with the other sprite? if (sprite.collidesWith(spriteok)) { print("collides!"); } } } } // Called when the stage is disposed function onDispose() { sprite.remove(); // Remove the sprite print("Level_1 is disposed!"); } } function emo::onLoad() { emo.Stage().load(Okay_1()); }

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  • How can I draw an arrow at the edge of the screen pointing to an object that is off screen?

    - by Adam Henderson
    I am wishing to do what is described in this topic: http://www.allegro.cc/forums/print-thread/283220 I have attempted a variety of the methods mentioned here. First I tried to use the method described by Carrus85: Just take the ratio of the two triangle hypontenuses (doesn't matter which triagle you use for the other, I suggest point 1 and point 2 as the distance you calculate). This will give you the aspect ratio percentage of the triangle in the corner from the larger triangle. Then you simply multiply deltax by that value to get the x-coordinate offset, and deltay by that value to get the y-coordinate offset. But I could not find a way to calculate how far the object is away from the edge of the screen. I then tried using ray casting (which I have never done before) suggested by 23yrold3yrold: Fire a ray from the center of the screen to the offscreen object. Calculate where on the rectangle the ray intersects. There's your coordinates. I first calculated the hypotenuse of the triangle formed by the difference in x and y positions of the two points. I used this to create a unit vector along that line. I looped through that vector until either the x coordinate or the y coordinate was off the screen. The two current x and y values then form the x and y of the arrow. Here is the code for my ray casting method (written in C++ and Allegro 5) void renderArrows(Object* i) { float x1 = i->getX() + (i->getWidth() / 2); float y1 = i->getY() + (i->getHeight() / 2); float x2 = screenCentreX; float y2 = ScreenCentreY; float dx = x2 - x1; float dy = y2 - y1; float hypotSquared = (dx * dx) + (dy * dy); float hypot = sqrt(hypotSquared); float unitX = dx / hypot; float unitY = dy / hypot; float rayX = x2 - view->getViewportX(); float rayY = y2 - view->getViewportY(); float arrowX = 0; float arrowY = 0; bool posFound = false; while(posFound == false) { rayX += unitX; rayY += unitY; if(rayX <= 0 || rayX >= screenWidth || rayY <= 0 || rayY >= screenHeight) { arrowX = rayX; arrowY = rayY; posFound = true; } } al_draw_bitmap(sprite, arrowX - spriteWidth, arrowY - spriteHeight, 0); } This was relatively successful. Arrows are displayed in the bottom right section of the screen when objects are located above and left of the screen as if the locations of the where the arrows are drawn have been rotated 180 degrees around the center of the screen. I assumed this was due to the fact that when I was calculating the hypotenuse of the triangle, it would always be positive regardless of whether or not the difference in x or difference in y is negative. Thinking about it, ray casting does not seem like a good way of solving the problem (due to the fact that it involves using sqrt() and a large for loop). Any help finding a suitable solution would be greatly appreciated, Thanks Adam

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  • my MKAnnotationVIew is not showing the title

    - by hydev
    Hi, I am new to iPhone programming and I can't understand why the MKAnnotationView is not showing the title's of my annotation's. Below is the code that is used to display it on the map. - (void)mapView:(MKMapView *)mv didAddAnnotationViews:(NSArray *)views { NSLog(@"Entered didAddAnnotationViews"); MKAnnotationView *annotationView = [views objectAtIndex:0]; id <MKAnnotation> mp = [annotationView annotation]; MKCoordinateRegion region = MKCoordinateRegionMakeWithDistance([mp coordinate], 250, 250); [mv setRegion:region animated:YES]; } Here is where I am defining my annotations: MapPoint *mp = [[MapPoint alloc] initWithCoordinate:[newLocation coordinate] title:[locationTitleField text]]; [mapView addAnnotation:mp]; [mp release]; mp is a class I have created to keep track of all the map points: #import "MapPoint.h" @implementation MapPoint @synthesize coordinate, title; - (id)initWithCoordinate:(CLLocationCoordinate2D)c title:(NSString *)t { [super init]; coordinate = c; [self setTitle:t]; return self; } - (void)dealloc { [title release]; [super dealloc]; } @end I am beginner so go easy, and all help greatly appreciated. Mike

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  • Calculating bounding grid coordinates to a user click on google maps/google earth

    - by user170304
    Hello, I have a requirement to calculate the centroid or geodesic midpoint of when a user clicks in between the lat/long grid crossing. The crossing forms a square in most parts of GE and sometimes elongated rectangles. This is due to the shape of the earth of course. I'm looking for a valid mathematical formula that would allow a user to click anywhere in between this grid and then an accurate function (in Javascript or server side code) that would take an assumed grid resolution (say 1km intervals for this discussion) and the input coordinates that should return a centroid coordinate within that graticule grid. To clarify please take a look at the attached image to my google group post: http://google-earth-api.googlegroups.com/web/Picture+5.png?gda=h5oFPz8AAAD315KpovipQeBwdfGpmW3ZhBc9PTADwYa-n193hZ6AItFmHuno63c7phcEXYVuRA6ccyFKn-rNKC-d1pM%5FIdV0&gsc=sz6bbAsAAABBKF7YXWYyc4GmXg-QruHj What I need to be able to do is if a user clicks anywhere in this grid square, I need to find the centroid or center point of that grid intersection/square or at least the bounding grid coordinates (that make the square). If we assume that the grid is UTM standard and has a max resolution of 1km (or make this a parameter), I need to detect the four other points nearby and then calculating the centroid is not as difficult. I welcome any feedback you all may have and appreciate it. I don't have a simple way of letting a user click anywhere on the grid and finding the grid bounding coordinates (making a square of 4 coordinates) or the centroid / midpoint of the graticule grid square necessary. One thought is to use assumptions as much as possible using a reference such as UTM coordinate reference. If I assume that the grid is X degrees wide, can we have a pure javascript function take any input coordinate and return for me the bounding graticule coordinates in Decimal Degrees? Another thought I had was to create the grid in a geo-spatial layer to take any input coordinate and return the nearest centroid of the graticule? Does this make sense? Thanks! Omar

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  • MSTest on x64 C++/CLI

    - by Oyvind
    I got a problem using MSTest on x64: The test project depends on a couple of C++/CLI assemblies, and fails to load for some reason. In Visual Studio, I get (stripped down): Error loading D:\xxx\Xxx.Test.dll: Unable to load the test container 'D:\xxx\Xxx.Test.dll' or one of its dependencies. Error details: System.BadImageFormatException: Could not load file or assembly 'Common.Geometry.Native, Version=1.1.4574.22395, Culture=neutral, PublicKeyToken=null' or one of its dependencies. An attempt was made to load a program with an incorrect format. Running MSTest manually in a command prompt, I get: Unable to load the test container 'D:\xxx\Xxx.Test.dll' or one of its dependencies. Error details: System.IO.FileNotFoundException: Could not load file or assembly 'Common.Geometry.Native, Version=1.1.4574.22395, Culture=neutral, PublicKeyToken=null' or one of its dependencies. The system cannot find the file specified. Details worth mentioning: The test project itself is compiled using 'Any Cpu'. I use a x64 specific testrunconfig Dependency walker shows no missing native dependencies in the C++/CLI assembly (Common.Geometry.Native) Even more interesting, there is another test project in the same solution using the same C++/CLI assembly (Common.Geometry.Native), and it runs without any problems. I have also verified that there are no 32bit assemblies/dlls interfering. Any suggestions is welcome !

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  • How to get the title and subtitle for a pin when we are implementing the MKAnnotation?

    - by wolverine
    I have implemented the MKAnnotation as below. I will put a lot of pins and the information for each of those pins are stored in an array. Each member of this array is an object whose properties will give the values for the title and subtitle of the pin. Each object corresponds to a pin. But how can I display these values for the pin when I click a pin?? @interface UserAnnotation : NSObject <MKAnnotation> { CLLocationCoordinate2D coordinate; NSString *title; NSString *subtitle; NSString *city; NSString *province; } @property (nonatomic, assign) CLLocationCoordinate2D coordinate; @property (nonatomic, retain) NSString *title; @property (nonatomic, retain) NSString *subtitle; @property (nonatomic, retain) NSString *city; @property (nonatomic, retain) NSString *province; -(id)initWithCoordinate:(CLLocationCoordinate2D)c; And .m is @implementation UserAnnotation @synthesize coordinate, title, subtitle, city, province; - (NSString *)title { return title; } - (NSString *)subtitle { return subtitle; } - (NSString *)city { return city; } - (NSString *)province { return province; } -(id)initWithCoordinate:(CLLocationCoordinate2D)c { coordinate=c; NSLog(@"%f,%f",c.latitude,c.longitude); return self; } @end

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  • CLLocationManagerDelegate method not calling in iPodTouch

    - by Siddharth
    HI all, I was using a sample code which uses CLLocationManager class to determine the current location of user. when i run this app on iPad i am getting the correct location but when i run the same app on iPod Touch i am getting a blank label i.e nothing is displayed on the label .although wi-fi signal strength is good in both iPod and iPad.The code looks like... - (void)locationManager:(CLLocationManager *)manager didUpdateToLocation:(CLLocation *)newLocation fromLocation:(CLLocation *)oldLocation{ int degrees = newLocation.coordinate.latitude; double decimal = fabs(newLocation.coordinate.latitude - degrees); int minutes = decimal * 60; double seconds = decimal * 3600 - minutes * 60; NSString *lat = [NSString stringWithFormat:@"%d° %d' %1.4f\"", degrees, minutes, seconds]; latLabel.text = lat; [latLocationArray addObject:lat]; degrees = newLocation.coordinate.longitude; decimal = fabs(newLocation.coordinate.longitude - degrees); minutes = decimal * 60; seconds = decimal * 3600 - minutes * 60; NSString *longt = [NSString stringWithFormat:@"%d° %d' %1.4f\"", degrees, minutes, seconds]; longLabel.text = longt; [longLocationArray addObject:longt]; }

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  • How do you pass a BitmapImage from a background thread to the UI thread in WPF?

    - by DanM
    I have a background thread that generates a series of BitmapImage objects. Each time the background thread finishes generating a bitmap, I would like to show this bitmap to the user. The problem is figuring out how to pass the BitmapImage from the background thread to the UI thread. This is an MVVM project, so my view has an Image element: <Image Source="{Binding GeneratedImage}" /> My view-model has a property GeneratedImage: private BitmapImage _generatedImage; public BitmapImage GeneratedImage { get { return _generatedImage; } set { if (value == _generatedImage) return; _generatedImage= value; RaisePropertyChanged("GeneratedImage"); } } My view-model also has the code that creates the background thread: public void InitiateGenerateImages(List<Coordinate> coordinates) { ThreadStart generatorThreadStarter = delegate { GenerateImages(coordinates); }; var generatorThread = new Thread(generatorThreadStarter); generatorThread.ApartmentState = ApartmentState.STA; generatorThread.IsBackground = true; generatorThread.Start(); } private void GenerateImages(List<Coordinate> coordinates) { foreach (var coordinate in coordinates) { var backgroundThreadImage = GenerateImage(coordinate); // I'm stuck here...how do I pass this to the UI thread? } } I'd like to somehow pass backgroundThreadImage to the UI thread, where it will become uiThreadImage, then set GeneratedImage = uiThreadImage so the view can update. I've looked at some examples dealing with the WPF Dispatcher, but I can't seem to come up with an example that addresses this issue. Please advise.

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  • CLLocationManager class method not calling in iPodTouch

    - by Siddharth
    HI all, I was using a sample code which uses CLLocationManager class to determine the current location of user. when i run this app on iPad i am getting the correct location but when i run the same app on iPod Touch i am getting a blank label i.e nothing is displayed on the label .although wi-fi signal strength is good in both iPod and iPad.The code looks like... - (void)locationManager:(CLLocationManager *)manager didUpdateToLocation:(CLLocation *)newLocation fromLocation:(CLLocation *)oldLocation{ int degrees = newLocation.coordinate.latitude; double decimal = fabs(newLocation.coordinate.latitude - degrees); int minutes = decimal * 60; double seconds = decimal * 3600 - minutes * 60; NSString *lat = [NSString stringWithFormat:@"%d° %d' %1.4f\"", degrees, minutes, seconds]; latLabel.text = lat; [latLocationArray addObject:lat]; degrees = newLocation.coordinate.longitude; decimal = fabs(newLocation.coordinate.longitude - degrees); minutes = decimal * 60; seconds = decimal * 3600 - minutes * 60; NSString *longt = [NSString stringWithFormat:@"%d° %d' %1.4f\"", degrees, minutes, seconds]; longLabel.text = longt; [longLocationArray addObject:longt]; }

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  • In Powerpoint 2007, how can I position a Callout's Tail programatically?

    - by Rorschach
    I'm looking at the XML and this is what it has for the Callout object's coordinates and geometry: <p:spPr> <a:xfrm> <a:off x="2819400" y="5181600"/> // X,Y Position of Callout Box <a:ext cx="609600" cy="457200"/> // Width,Height of Callout Box </a:xfrm> <a:prstGeom prst="wedgeRectCallout"> <a:avLst> <a:gd name="adj1" fmla="val 257853"/> // X Position Of Tail <a:gd name="adj2" fmla="val -532360"/> // Y Position of Tail </a:avLst> </a:prstGeom> <a:solidFill> <a:schemeClr val="accent1"> <a:alpha val="50000"/> </a:schemeClr> </a:solidFill> </p:spPr> What I'm having trouble with is the formula for telling it to place the tail at a particular coordinate on the slide. I've tried this to calculate it, but it does not work correctly. //This gives me the distance between the Coordinate and the Center of the Callout. DistanceX = Coordinate.X - (Callout.X + Callout.X_Ext)/2 DistanceY = Coordinate.Y - (Callout.Y + Callout.Y_Ext)/2 But, the geometric value is not the distance between the two points. Anybody know what the formula is for calculating this?

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  • Refreshing a MKMapView when the user location is updated or using default values

    - by koichirose
    I'm trying to refresh my map view and load new data from the server when the device acquires the user location. Here's what I'm doing: - (void)viewDidLoad { CGRect bounds = self.view.bounds; mapView = [[MKMapView alloc] initWithFrame:bounds]; mapView.showsUserLocation=YES; mapView.delegate=self; [self.view insertSubview:mapView atIndex:0]; [self refreshMap]; } - (void)mapView:(MKMapView *)theMapView didUpdateUserLocation:(MKUserLocation *)userLocation { //this is to avoid frequent updates, I just need one position and don't need to continuously track the user's location if (userLocation.location.horizontalAccuracy > self.myUserLocation.location.horizontalAccuracy) { self.myUserLocation = userLocation; CLLocationCoordinate2D centerCoord = { userLocation.location.coordinate.latitude, userLocation.location.coordinate.longitude }; [theMapView setCenterCoordinate:centerCoord zoomLevel:10 animated:YES]; [self refreshMap]; } } - (void)refreshMap { [[UIApplication sharedApplication] setNetworkActivityIndicatorVisible:YES]; [self.mapView removeAnnotations:self.mapView.annotations]; //default position NSString *lat = @"45.464161"; NSString *lon = @"9.190336"; if (self.myUserLocation != nil) { lat = [[NSNumber numberWithDouble:myUserLocation.coordinate.latitude] stringValue]; lon = [[NSNumber numberWithDouble:myUserLocation.coordinate.longitude] stringValue]; } NSString *url = [[NSString alloc] initWithFormat:@"http://myserver/geo_search.json?lat=%@&lon=%@", lat, lon]; NSURLRequest *theRequest=[NSURLRequest requestWithURL:[NSURL URLWithString:url] cachePolicy:NSURLRequestUseProtocolCachePolicy timeoutInterval:60.0]; [[NSURLConnection alloc] initWithRequest:theRequest delegate:self]; [url release]; [[UIApplication sharedApplication] setNetworkActivityIndicatorVisible:NO]; } I also have a - (void)connection:(NSURLConnection *)connection didReceiveData:(NSData *)data, to create and add the annotations. Here's what happens: sometimes I get the location after a while, so I already loaded data close to the default location. Then I get the location and it should remove the old annotations and add the new ones, instead I keep seeing the old annotations and the new ones are added anyway (let's say I receive 10 annotations each time, so it means that I have 20 on my map when I should have 10). What am I doing wrong?

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