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  • Figuring out the IIS Version for a given OS in .NET Code

    - by Rick Strahl
    Here's an odd requirement: I need to figure out what version of IIS is available on a given machine in order to take specific configuration actions when installing an IIS based application. I build several configuration tools for application configuration and installation and depending on which version of IIS is available on IIS different configuration paths are taken. For example, when dealing with XP machine you can't set up an Application Pool for an application because XP (IIS 5.1) didn't support Application pools. Configuring 32 and 64 bit settings are easy in IIS 7 but this didn't work in prior versions and so on. Along the same lines I saw a question on the AspInsiders list today, regarding a similar issue where somebody needed to know the IIS version as part of an ASP.NET application prior to when the Request object is available. So it's useful to know which version of IIS you can possibly expect. This should be easy right? But it turns there's no real easy way to detect IIS on a machine. There's no registry key that gives you the full version number - you can detect installation but not which version is installed. The easiest way: Request.ServerVariables["SERVER_SOFTWARE"] The easiest way to determine IIS version number is if you are already running inside of ASP.NET and you are inside of an ASP.NET request. You can look at Request.ServerVariables["SERVER_SOFTWARE"] to get a string like Microsoft-IIS/7.5 returned to you. It's a cinch to parse this to retrieve the version number. This works in the limited scenario where you need to know the version number inside of a running ASP.NET application. Unfortunately this is not a likely use case, since most times when you need to know a specific version of IIS when you are configuring or installing your application. The messy way: Match Windows OS Versions to IIS Versions Since Version 5.x of IIS versions of IIS have always been tied very closely to the Operating System. Meaning the only way to get a specific version of IIS was through the OS - you couldn't install another version of IIS on the given OS. Microsoft has a page that describes the OS version to IIS version relationship here: http://support.microsoft.com/kb/224609 In .NET you can then sniff the OS version and based on that return the IIS version. The following is a small utility function that accomplishes the task of returning an IIS version number for a given OS: /// <summary> /// Returns the IIS version for the given Operating System. /// Note this routine doesn't check to see if IIS is installed /// it just returns the version of IIS that should run on the OS. /// /// Returns the value from Request.ServerVariables["Server_Software"] /// if available. Otherwise uses OS sniffing to determine OS version /// and returns IIS version instead. /// </summary> /// <returns>version number or -1 </returns> public static decimal GetIisVersion() { // if running inside of IIS parse the SERVER_SOFTWARE key // This would be most reliable if (HttpContext.Current != null && HttpContext.Current.Request != null) { string os = HttpContext.Current.Request.ServerVariables["SERVER_SOFTWARE"]; if (!string.IsNullOrEmpty(os)) { //Microsoft-IIS/7.5 int dash = os.LastIndexOf("/"); if (dash > 0) { decimal iisVer = 0M; if (Decimal.TryParse(os.Substring(dash + 1), out iisVer)) return iisVer; } } } decimal osVer = (decimal) Environment.OSVersion.Version.Major + ((decimal) Environment.OSVersion.Version.MajorRevision / 10); // Windows 7 and Win2008 R2 if (osVer == 6.1M) return 7.5M; // Windows Vista and Windows 2008 else if (osVer == 6.0M) return 7.0M; // Windows 2003 and XP 64 bit else if (osVer == 5.2M) return 6.0M; // Windows XP else if (osVer == 5.1M) return 5.1M; // Windows 2000 else if (osVer == 5.0M) return 5.0M; // error result return -1M; } } Talk about a brute force apporach, but it works. This code goes only back to IIS 5 - anything before that is not something you possibly would want to have running. :-) Note that this is updated through Windows 7/Windows Server 2008 R2. Later versions will need to be added as needed. Anybody know what the Windows Version number of Windows 8 is?© Rick Strahl, West Wind Technologies, 2005-2011Posted in ASP.NET  IIS   Tweet (function() { var po = document.createElement('script'); po.type = 'text/javascript'; po.async = true; po.src = 'https://apis.google.com/js/plusone.js'; var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(po, s); })();

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  • Rotate a vector by given degrees (errors when value over 90)

    - by Ivan
    I created a function to rotate a vector by a given number of degrees. It seems to work fine when given values in the range -90 to +90. Beyond this, the amount of rotation decreases, i.e., I think objects are rotating the same amount for 80 and 100 degrees. I think this diagram might be a clue to my problem, but I don't quite understand what it's showing. Must I use a different trig function depending on the radians value? The programming examples I've been able to find look similar to mine (not varying the trig functions). Vector2D.prototype.rotate = function(angleDegrees) { var radians = angleDegrees * (Math.PI / 180); var ca = Math.cos(radians); var sa = Math.sin(radians); var rx = this.x*ca - this.y*sa; var ry = this.x*sa + this.y*ca; this.x = rx; this.y = ry; };

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  • Multithreading synchronization interview question: Find n words given m threads

    - by rplusg
    I came across this question: You are given a paragraph , which contain n number of words, you are given m threads. What you need to do is , each thread should print one word and give the control to next thread, this way each thread will keep on printing one word , in case last thread come, it should invoke the first thread. Printing will repeat until all the words are printed in paragraph. Finally all threads should exit gracefully. What kind of synchronization will use? I strongly feel we cannot take any advantage of threads here but interviewer is trying to understand my synchronization skills? No need of code, just put some thoughts. I will implement by myself.

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  • How do I deselect grid row when grouping in David Poll's silverlight CollectionPrinter

    - by kpg
    I'm using David Poll's CollectionPrinter and modifications by Fama to perform grouping. I'm using the control to print a datagrid with grouping and it works well if not a little slow. Problem: When the grid is displayed the first row of the grid is selected and the first cell of the row is also selected. I want to either deselect the row or change the datagrid template to make selected rows/cells appear as not selected. I tried to specify a grid template to change the row/cell selection appearance but when I added the default template I got a COM error of all things - anyway I concluded that what I was doing was not compatible with the SLab libraries, or perhaps because the grid was specified in a datatemplate. In any case I abandoned that approach. Since I have the SLab source if I understood it more there may be a way to deselect the row after from that side of things - but I know the SLaB CommectionPrinter does not rely on the data template to be a grid, so I'm not sure how to modify the code to accomplish what I want. Question: How can I prevent the row from being selected or deselect it once it is or change the appearance of the selectd row when using the CollectionPrinter with grouping? Note that the row selection problem may occur without grouping as well, I don;t know, but it definatly does with grouping.

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  • Get Current QuarterEnd for a given FYE Date

    - by Rohit Gupta
    Here is the code to get the Current Quarter End for a Given FYE Date: 1: public static DateTime ThisQuarterEnd(this DateTime date, DateTime fyeDate) 2: { 3: IEnumerable<DateTime> candidates = 4: QuartersInYear(date.Year, fyeDate.Month).Union(QuartersInYear(date.Year + 1, fyeDate.Month)); 5: return candidates.Where(d => d.Subtract(date).Days >= 0).First(); 6: } 7:  8: public static IEnumerable<DateTime> QuartersInYear(int year, int q4Month) 9: { 10: int q1Month = 3, q2Month = 6, q3Month = 9; 11: int q1year = year, q2year = year, q3year = year; 12: int q1Day = 31, q2Day = 31, q3Day = 31, q4Day = 31; 13:  14: 15: q3Month = q4Month - 3; 16: if (q3Month <= 0) 17: { 18: q3Month = q3Month + 12; 19: q3year = year - 1; 20: } 21: q2Month = q4Month - 6; 22: if (q2Month <= 0) 23: { 24: q2Month = q2Month + 12; 25: q2year = year - 1; 26: } 27: q1Month = q4Month - 9; 28: if (q1Month <= 0) 29: { 30: q1Month = q1Month + 12; 31: q1year = year - 1; 32: } 33:  34: q1Day = new DateTime(q1year, q1Month, 1).AddMonths(1).AddDays(-1).Day; 35: q2Day = new DateTime(q2year, q2Month, 1).AddMonths(1).AddDays(-1).Day; 36: q3Day = new DateTime(q3year, q3Month, 1).AddMonths(1).AddDays(-1).Day; 37: q4Day = new DateTime(year, q4Month, 1).AddMonths(1).AddDays(-1).Day; 38:  39: return new List<DateTime>() { 40: new DateTime(q1year, q1Month, q1Day), 41: new DateTime(q2year, q2Month, q2Day), 42: new DateTime(q3year, q3Month, q3Day), 43: new DateTime(year, q4Month, q4Day), 44: }; 45:  46: } The code to get the NextQuarterEnd is simple, just Change the Where clause to read d.Subtract(date).Days > 0 instead of d.Subtract(date).Days >= 0 1: public static DateTime NextQuarterEnd(this DateTime date, DateTime fyeDate) 2: { 3: IEnumerable<DateTime> candidates = 4: QuartersInYear(date.Year, fyeDate.Month).Union(QuartersInYear(date.Year + 1, fyeDate.Month)); 5: return candidates.Where(d => d.Subtract(date).Days > 0).First(); 6: } Also if you need to get the Quarter Label for a given Date, given a particular FYE date then following is the code to use: 1: public static string GetQuarterLabel(this DateTime date, DateTime fyeDate) 2: { 3: int q1Month = fyeDate.Month - 9, q2Month = fyeDate.Month - 6, q3Month = fyeDate.Month - 3; 4:  5: int year = date.Year, q1Year = date.Year, q2Year = date.Year, q3Year = date.Year; 6: 7: if (q1Month <= 0) 8: { 9: q1Month += 12; 10: q1Year = year + 1; 11: } 12: if (q2Month <= 0) 13: { 14: q2Month += 12; 15: q2Year = year + 1; 16: } 17: if (q3Month <= 0) 18: { 19: q3Month += 12; 20: q3Year = year + 1; 21: } 22:  23: string qtr = ""; 24: if (date.Month == q1Month) 25: { 26: qtr = "Qtr1"; 27: year = q1Year; 28: } 29: else if (date.Month == q2Month) 30: { 31: qtr = "Qtr2"; 32: year = q2Year; 33: } 34: else if (date.Month == q3Month) 35: { 36: qtr = "Qtr3"; 37: year = q3Year; 38: } 39: else if (date.Month == fyeDate.Month) 40: { 41: qtr = "Qtr4"; 42: year = date.Year; 43: } 44:  45: return string.Format("{0} - {1}", qtr, year.ToString()); 46: }

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  • Generating Normal map from a Image with a given Albedo map

    - by snape
    I am working on a research problem part of which involves generating normal map from a given image of a rusted object. I searched the internet for techniques to achieve the above and apparently crazybump is mentioned a lot. I tried it but it didn't produce the desirable effects. Also I am looking for a method which draws inspiration from an existing research paper not some closed source software. I turned my attention to the technique described in the this paper. Results from this technique are satisfactory for normal objects because of bias in the training data but it doesn't work very well in the case of rusted objects. After this I focussed my attention on generating Albedo map (the above problem would become more solvable if Albedo map is obtained). Fortunately I am able to generate pretty good albedo maps for images of rusted objects. I used this paper's approach to generate Albedo maps. Now I want to know a good technique to get Normal map given an image and it's corresponding Albedo map. To give you an idea of what kind of images I am working with I am attaching a sample. Links to research material would be really appreciated. Thanks!

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  • Algorithmic problem - quickly finding all #'s where value %x is some given value

    - by Steve B.
    Problem I'm trying to solve, apologies in advance for the length: Given a large number of stored records, each with a unique (String) field S. I'd like to be able to find through an indexed query all records where Hash(S) % N == K for any arbitrary N, K (e.g. given a million strings, find all strings where HashCode(s) % 17 = 5. Is there some way of memoizing this so that we can quickly answer any question of this form without doing the % on every value? The motivation for this is a system of N distributed nodes, where each record has to be assigned to at least one node. The nodes are numbered 0 - (K-1) , and each node has to load up all of the records that match it's number: If we have 3 nodes Node 0 loads all records where Hash % 3 ==0 Node 1 loads all records where Hash % 3 ==1 Node 2 loads all records where Hash % 3 ==2 adding a 4th node, obviously all the assignments have to be recomputed - Node 0 loads all records where Hash % 4 ==0 ... etc I'd like to easily find these records through an indexed query without having to compute the mod individually. The best I've been able to come up with so far: If we take the prime factors of N (p1 * p2 * ... ) if N % M == I then p % M == I % p for all of N's prime factors e.g. 10 nodes : N % 10 == 6 then N % 2 = 0 == 6 %2 N % 5 = 1 == 6 %5 so storing an array of the "%" of N for the first "reasonable" number of primes for my data set should be helpful. For example in the above example we store the hash and the primes HASH PRIMES (array of %2, %3, %5, %7, ... ]) 16 [0 1 1 2 .. ] so looking for N%10 == 6 is equivalent to looking for all values where array[1]==1 and array[2] == 1. However, this breaks at the first prime larger than the highest number I'm storing in the factor table. Is there a better way?

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  • Central renderer for a given scene

    - by Loggie
    When creating a central rendering system for all game objects in a given scene I am trying to work out the best way to go about passing the scene to the render system to be rendered. If I have a scene managed by an arbitrary structure, i.e., an octree, bsp trees, quad-tree, kd tree, etc. What is the best way to pass this to the render system? The obvious problem is that if simply given the root node of the structure, the render system would require an intrinsic knowledge of the structure in order to traverse the structure. My solution to this is to clip all objects outside the frustum in the scene manager and then create a list of the objects which are left and pass this simple list to the render system, be it an array, a vector, a linked list, etc. (This would be a structure required by the render system as a means to know which objects should be rendered). The list would of course attempt to minimise OpenGL state changes by grouping objects that require the same rendering operations to be performed on them. I have been thinking a lot about this and started searching various terms on here and followed any additional information/links but I have not really found a definitive answer. The case may be that there is no definitive answer but I would appreciate some advice and tips. My question is, is this a reasonable solution to the problem? Are there any improvements that I could make? Are there any caveats I should know about? Side question: Am I right in assuming that octrees, bsp trees, etc are all forms of BVH?

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  • deploying security enabled app to WLS - null Password Given Error

    - by raghu.yadav
    if you notice "null password given Error" while accessing the security enabled app deployed in wls, follow below instructions.set the property -Djps.app.credential.overwrite.allowed=true to JAVA_PROPERTIES env within setDomainEnv.sh also ensure you run server in development mode.edit setDomainEnv.sh and set -Dweblogic.ProductionModeEnabled=false and startup the servers, now you access the app and then shutdown server and revert the -Dweblogic.ProductionModeEnabled=false to -Dweblogic.ProductionModeEnabled=true that's it.

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  • web.config to redirect except some given IPs

    - by Alvin
    I'm looking for a web.config which is equivalent as the .htaccess file below. <IfModule mod_rewrite.c> RewriteEngine on RewriteCond %{REMOTE_HOST} !^123\.123\.123\.123 RewriteCond %{REMOTE_HOST} !^321\.321\.321\.321 RewriteCond %{REQUEST_URI} !/coming-soon\.html$ RewriteRule (.*)$ /coming-soon.html [R=302,L] </IfModule> Which redirects everyone to a coming soon page except for the given IPs. Unfortunately I'm not familiar with IIS. Thank you

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  • Filling array with numbers from given range so that sum of adjacent numbers is square number

    - by REACHUS
    Problem: Fill all the cells using distinct numbers from <1,25 set, so that sum of two adjacent cells is a square number. (source: http://grymat.im.pwr.wroc.pl/etap1/zad1etp1213.pdf; numbers 20 and 13 have been given) I've already solved this problem analytically and now I would like to approach it using an algorithm. I would like to know how should I approach these kind of problems in general (not a solution, just a point for me to start).

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  • Colorize with a given color a texture

    - by Pacha
    I have a texture and I want to "colorize" it with a given color, lets say cyan (#00ffff) or purple (#800080). What I want to do, is get all the pixel values from the texture, and remove the color and keep the "brightness" and "saturation" and apply to the desired color. There is a tool in GIMP to do this called Colorize (Colors -> Colorize.. while editing), I made an example below. This is will all be done in a shader (GLSL), although this is probably a general algorithm.

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  • Shortest Common Superstring: find shortest string that contains all given string fragments

    - by occulus
    Given some string fragments, I would like to find the shortest possible single string ("output string") that contains all the fragments. Fragments can overlap each other in the output string. Example: For the string fragments: BCDA AGF ABC The following output string contains all fragments, and was made by naive appending: BCDAAGFABC However this output string is better (shorter), as it employs overlaps: ABCDAGF ^ ABC ^ BCDA ^ AGF I'm looking for algorithms for this problem. It's not absolutely important to find the strictly shortest output string, but the shorter the better. I'm looking for an algorithm better than the obvious naive one that would try appending all permutations of the input fragments and removing overlaps (which would appear to be NP-Complete). I've started work on a solution and it's proving quite interesting; I'd like to see what other people might come up with. I'll add my work-in-progress to this question in a while.

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  • Find points whose pairwise distances approximate a given distance matrix

    - by Stephan Kolassa
    Problem. I have a symmetric distance matrix with entries between zero and one, like this one: D = ( 0.0 0.4 0.0 0.5 ) ( 0.4 0.0 0.2 1.0 ) ( 0.0 0.2 0.0 0.7 ) ( 0.5 1.0 0.7 0.0 ) I would like to find points in the plane that have (approximately) the pairwise distances given in D. I understand that this will usually not be possible with strictly correct distances, so I would be happy with a "good" approximation. My matrices are smallish, no more than 10x10, so performance is not an issue. Question. Does anyone know of an algorithm to do this? Background. I have sets of probability densities between which I calculate Hellinger distances, which I would like to visualize as above. Each set contains no more than 10 densities (see above), but I have a couple of hundred sets. What I did so far. I did consider posting at math.SE, but looking at what gets tagged as "geometry" there, it seems like this kind of computational geometry question would be more on-topic here. If the community thinks this should be migrated, please go ahead. This looks like a straightforward problem in computational geometry, and I would assume that anyone involved in clustering might be interested in such a visualization, but I haven't been able to google anything. One simple approach would be to randomly plonk down points and perturb them until the distance matrix is close to D, e.g., using Simulated Annealing, or run a Genetic Algorithm. I have to admit that I haven't tried that yet, hoping for a smarter way. One specific operationalization of a "good" approximation in the sense above is Problem 4 in the Open Problems section here, with k=2. Now, while finding an algorithm that is guaranteed to find the minimum l1-distance between D and the resulting distance matrix may be an open question, it still seems possible that there at least is some approximation to this optimal solution. If I don't get an answer here, I'll mail the gentleman who posed that problem and ask whether he knows of any approximation algorithm (and post any answer I get to that here).

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  • Finding Z given X & Y coordinates on terrain?

    - by mrky
    I need to know what the most efficient way of finding Z given X & Y coordinates on terrain. My terrain is set up as a grid, each grid block consisting of two triangles, which may be flipped in any direction. I want to move game objects smoothly along the floor of the terrain without "stepping." I'm currently using the following method with unexpected results: double mapClass::getZ(double x, double y) { int vertexIndex = ((floor(y))*width*2)+((floor(x))*2); vec3ray ray = {glm::vec3(x, y, 2), glm::vec3(x, y, 0)}; vec3triangle tri1 = { glmFrom(vertices[vertexIndex].v1), glmFrom(vertices[vertexIndex].v2), glmFrom(vertices[vertexIndex].v3) }; vec3triangle tri2 = { glmFrom(vertices[vertexIndex+1].v1), glmFrom(vertices[vertexIndex+1].v2), glmFrom(vertices[vertexIndex+1].v3) }; glm::vec3 intersect; if (!intersectRayTriangle(tri1, ray, intersect)) { intersectRayTriangle(tri2, ray, intersect); } return intersect.z; } intersectRayTriangle() and glmFrom() are as follows: bool intersectRayTriangle(vec3triangle tri, vec3ray ray, glm::vec3 &worldIntersect) { glm::vec3 barycentricIntersect; if (glm::intersectLineTriangle(ray.origin, ray.direction, tri.p0, tri.p1, tri.p2, barycentricIntersect)) { // Convert barycentric to world coordinates double u, v, w; u = barycentricIntersect.x; v = barycentricIntersect.y; w = 1 - (u+v); worldIntersect.x = (u * tri.p0.x + v * tri.p1.x + w * tri.p2.x); worldIntersect.y = (u * tri.p0.y + v * tri.p1.y + w * tri.p2.y); worldIntersect.z = (u * tri.p0.z + v * tri.p1.z + w * tri.p2.z); return true; } else { return false; } } glm::vec3 glmFrom(s_point3f point) { return glm::vec3(point.x, point.y, point.z); } My convenience structures are defined as: struct s_point3f { GLfloat x, y, z; }; struct s_triangle3f { s_point3f v1, v2, v3; }; struct vec3ray { glm::vec3 origin, direction; }; struct vec3triangle { glm::vec3 p0, p1, p2; }; vertices is defined as: std::vector<s_triangle3f> vertices; Basically, I'm trying to get the intersect of a ray (which is positioned at the x, and y coordinates specified facing pointing downwards toward the terrain) and one of the two triangles on the grid. getZ() rarely returns anything but 0. Other times, the numbers it generates seem to be completely off. Am I taking the wrong approach? Can anyone see a problem with my code? Any help or critique is appreciated!

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  • i want to access mysql database table on given conditions in drop down menu [on hold]

    - by user3909877
    as the code below is accesing the database table directly but i want it to display the table content on giving conditions in drop down menu like when i select islamabad in one drop down menu and lahore in other as given in code and press search buttonn then it display the table flights.but it is displaying it directly <p class="h2">Quick Search</p> <div class="sb2_opts"> <p> </p> <form method="post" action=""> <p>Enter your source and destination.</p> <p> From:</p> <select name="from"> <option value="Islamabad">Islamabad</option> <option value="Lahore">Lahore</option> <option value="murree">Murree</option> <option value="Muzaffarabad">Muzaffarabad</option> </select> <p> To:</p> <select name="To"> <option value="Islamabad">Islamabad</option> <option value="Lahore">Lahore</option> <option value="murree">Murree</option> <option value="Muzaffarabad">Muzaffarabad</option> </select> <input type="submit" value="search" /> </form> </form> </table> <?php $from = isset($_POST['from'])?$_POST['from']:''; $to = isset($_POST['to'])?$_POST['to']:''; if( $from =='Islamabad'){ if($to == 'Lahore'){ $db_host = 'localhost'; $db_user = 'root'; $database = 'homedb'; $table = 'flights'; if (!mysql_connect($db_host, $db_user)) die("Can't connect to database"); if (!mysql_select_db($database)) die("Can't select database"); $result = mysql_query("SELECT * FROM {$table}"); if (!$result) { die("Query to show fields from table failed"); } $result = mysql_query("SELECT * FROM {$table}"); if (!$result) { die("Query to show fields from table failed"); } $fields_num = mysql_num_fields($result); echo "<h1>Table: {$table}</h1>"; echo "<table border='1'><tr>"; while($row = mysql_fetch_row($result)) { echo "<tr>"; // $row is array... foreach( .. ) puts every element // of $row to $cell variable foreach($row as $cell) echo "<td>$cell</td>"; echo "</tr>\n"; } } } mysqli_close($con); ?>

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  • In 3D camera math, calculate what Z depth is pixel unity for a given FOV

    - by badweasel
    I am working in iOS and OpenGL ES 2.0. Through trial and error I've figured out a frustum to where at a specific z depth pixels drawn are 1 to 1 with my source textures. So 1 pixel in my texture is 1 pixel on the screen. For 2d games this is good. Of course it means that I also factor in things like the size of the quad and the size of the texture. For example if my sprite is a quad 32x32 pixels. The quad size is 3.2 units wide and tall. And the texcoords are 32 / the size of the texture wide and tall. Then the frustum is: matrixFrustum(-(float)backingWidth/frustumScale,(float)backingWidth/frustumScale, -(float)backingHeight/frustumScale, (float)backingHeight/frustumScale, 40, 1000, mProjection); Where frustumScale is 800 for a retina screen. Then at a distance of 800 from camera the sprite is pixel for pixel the same as photoshop. For 3d games sometimes I still want to be able to do this. But depending on the scene I sometimes need the FOV to be different things. I'm looking for a way to figure out what Z depth will achieve this same pixel unity for a given FOV. For this my mProjection is set using: matrixPerspective(cameraFOV, near, far, (float)backingWidth / (float)backingHeight, mProjection); With testing I found that at an FOV of 45.0 a Z of 38.5 is very close to pixel unity. And at an FOV of 30.0 a Z of 59.5 is about right. But how can I calculate a value that is spot on? Here's my matrixPerspecitve code: void matrixPerspective(float angle, float near, float far, float aspect, mat4 m) { //float size = near * tanf(angle / 360.0 * M_PI); float size = near * tanf(degreesToRadians(angle) / 2.0); float left = -size, right = size, bottom = -size / aspect, top = size / aspect; // Unused values in perspective formula. m[1] = m[2] = m[3] = m[4] = 0; m[6] = m[7] = m[12] = m[13] = m[15] = 0; // Perspective formula. m[0] = 2 * near / (right - left); m[5] = 2 * near / (top - bottom); m[8] = (right + left) / (right - left); m[9] = (top + bottom) / (top - bottom); m[10] = -(far + near) / (far - near); m[11] = -1; m[14] = -(2 * far * near) / (far - near); } And my mView is set using: lookAtMatrix(cameraPos, camLookAt, camUpVector, mView); * UPDATE * I'm going to leave this here in case anyone has a different solution, can explain how they do it, or why this works. This is what I figured out. In my system I use a 10th scale unit to pixels on non-retina displays and a 20th scale on retina displays. The iPhone is 640 pixels wide on retina and 320 pixels wide on non-retina (obsolete). So if I want something to be the full screen width I divide by 20 to get the OpenGL unit width. Then divide that by 2 to get the left and right unit position. Something 32 units wide centered on the screen goes from -16 to +16. Believe it or not I have an excel spreadsheet do all this math for me and output all the vertex data for my sprite sheet. It's an arbitrary thing I made up to do .1 units = 1 non-retina pixel or 2 retina pixels. I could have made it .01 units = 2 pixels and someday I might switch to that. But for now it's the other. So the width of the screen in units is 32.0, and that means the left most pixel is at -16.0 and the right most is at 16.0. After messing a bit I figured out that if I take the [0] value of an identity modelViewProjection matrix and multiply it by 16 I get the depth required to get 1:1 pixels. I don't know why. I don't know if the 16 is related to the screen size or just a lucky guess. But I did a test where I placed a sprite at that calculated depth and varied the FOV through all the valid values and the object stays steady on screen with 1:1 pixels. So now I'm just calculating the unityDepth that way. If someone gives me a better answer I'll checkmark it.

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  • Program to Hide/show Given window with hotkey?

    - by Wayne Werner
    Hi, I'm fairly sure this program exists, but I don't remember what it was called. There are a few drop-down terminal programs (guake, yakuke, tilde), and I've been a fan of guake for a while. However, since I discovered GNU Screen I've been more interested in using Eterm. But I would like to make it dropdown/hide on keypress, similar to the way Guake does. I remember at some point that someone mentioned a program that allowed you to do similar things with basically any other window. Unfortunately my time spent googling around for terms like "show/hide any terminal ubuntu" have been met with stupid Windows search engine spam. Any clue where I could find the program I'm looking for? Thanks!

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  • Block With Given ID Does Not Exist - Minecraft Mod

    - by inixsoftware
    I have tried to make my own Minecraft Block using Forge, but for some reason, when I use /give Playerxxx 1000 1 the game says, There is no block with id '1000' My Block Code: package net.minecraft.blockr; import net.minecraft.block.Block; import net.minecraft.block.material.Material; import net.minecraft.creativetab.CreativeTabs; public class Basalt extends Block { public Basalt(int par1, Material par2Material) { super(par1, par2Material); this.setCreativeTab(CreativeTabs.tabBlock); } } Mod code: package net.minecraft.blockr; import cpw.mods.fml.common.Mod; import cpw.mods.fml.common.Mod.Init; import cpw.mods.fml.common.network.NetworkMod; import cpw.mods.fml.common.registry.GameRegistry; import cpw.mods.fml.common.registry.LanguageRegistry; import net.minecraft.block.Block; import net.minecraft.block.material.Material; @Mod(modid="blockr", name="Blockr Mod", version="PreAlpha v0.0.1") @NetworkMod(clientSideRequired=true, serverSideRequired=false) public class BlockrMod { public static Block basalt; @Init public void load() { basalt = new Basalt(1000, Material.ground).setUnlocalizedName("basalt"); GameRegistry.registerBlock(basalt, basalt.getUnlocalizedName()); LanguageRegistry.addName(basalt, "Basalt Block"); } public String getVersion() { return "0.0.1"; } } What exactly is going wrong? My package is blockr (as my mod is called blockr) I know my mod was loaded as I see in Forge under Mods I see my mod

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  • Matrix rotation of a rectangle to "face" a given point in 2d

    - by justin.m.chase
    Suppose you have a rectangle centered at point (0, 0) and now I want to rotate it such that it is facing the point (100, 100), how would I do this purely with matrix math? To give some more specifics I am using javascript and canvas and I may have something like this: var position = {x : 0, y: 0 }; var destination = { x : 100, y: 100 }; var transform = Matrix.identity(); this.update = function(state) { // update transform to rotate to face destination }; this.draw = function(ctx) { ctx.save(); ctx.transform(transform); // a helper that just calls setTransform() ctx.beginPath(); ctx.rect(-5, -5, 10, 10); ctx.fillStyle = 'Blue'; ctx.fill(); ctx.lineWidth = 2; ctx.stroke(); ctx.restore(); } Feel free to assume any matrix function you need is available.

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  • Retain only dependencies of a given package

    - by Karthik
    I am trying to have a minimal version of Ubuntu, having only those packages necessary to run mininet. So, I would like a solution, where I would be able to uninstall all the packages from the system, except those that are needed to run mininet. A much more preferable solution would be to be able to create a new ISO, with mininet and all it's dependencies. Is there any program out there which is already capable of this? If not please guide me on how I can solve my problem? Note: I need to retain not only the direct dependencies of mininet, but also dependencies of dependencies and so on. The final system should be able to run mininet without a hitch.

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  • Given a project and working with 1 other person - never worked with someone before

    - by Celeritas
    I'm taking a class where I work with a partner to implement the link layer of the OSI model. I've worked programmed with a partner once before and it went bad. Is the goal to divide the work up and decides who does what or should one person code and the other person reviews and switch roles after a while? Any tips are much appreciated. Literally I know nothing about working with a partner to program so even if it's basic please tell me.

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