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  • Are comonads a good fit for modeling the Wumpus world?

    - by Tim Stewart
    I'm trying to find some practical applications of a comonad and I thought I'd try to see if I could represent the classical Wumpus world as a comonad. I'd like to use this code to allow the Wumpus to move left and right through the world and clean up dirty tiles and avoid pits. It seems that the only comonad function that's useful is extract (to get the current tile) and that moving around and cleaning tiles would not use be able to make use of extend or duplicate. I'm not sure comonads are a good fit but I've seen a talk (Dominic Orchard: A Notation for Comonads) where comonads were used to model a cursor in a two-dimensional matrix. If a comonad is a good way of representing the Wumpus world, could you please show where my code is wrong? If it's wrong, could you please suggest a simple application of comonads? module Wumpus where -- Incomplete model of a world inhabited by a Wumpus who likes a nice -- tidy world but does not like falling in pits. import Control.Comonad -- The Wumpus world is made up of tiles that can be in one of three -- states. data Tile = Clean | Dirty | Pit deriving (Show, Eq) -- The Wumpus world is a one dimensional array partitioned into three -- values: the tiles to the left of the Wumpus, the tile occupied by -- the Wumpus, and the tiles to the right of the Wumpus. data World a = World [a] a [a] deriving (Show, Eq) -- Applies a function to every tile in the world instance Functor World where fmap f (World as b cs) = World (fmap f as) (f b) (fmap f cs) -- The Wumpus world is a Comonad instance Comonad World where -- get the part of the world the Wumpus currently occupies extract (World _ b _) = b -- not sure what this means in the Wumpus world. This type checks -- but does not make sense to me. extend f w@(World as b cs) = World (map world as) (f w) (map world cs) where world v = f (World [] v []) -- returns a world in which the Wumpus has either 1) moved one tile to -- the left or 2) stayed in the same place if the Wumpus could not move -- to the left. moveLeft :: World a -> World a moveLeft w@(World [] _ _) = w moveLeft (World as b cs) = World (init as) (last as) (b:cs) -- returns a world in which the Wumpus has either 1) moved one tile to -- the right or 2) stayed in the same place if the Wumpus could not move -- to the right. moveRight :: World a -> World a moveRight w@(World _ _ []) = w moveRight (World as b cs) = World (as ++ [b]) (head cs) (tail cs) initWorld = World [Dirty, Clean, Dirty] Dirty [Clean, Dirty, Pit] -- cleans the current tile cleanTile :: Tile -> Tile cleanTile Dirty = Clean cleanTile t = t Thanks!

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  • Problem with "Hello, WebView" example

    - by arakn0
    Hi there, I'm new in android development and I am trying out the WebView example in the official android site. http://developer.android.com/guide/tutorials/views/hello-webview.html But I do everything they say...which is pretty simple: I create the project, edit the layout file, then i add the code, etc. No problems building...but when I launch the app in the simulator I just got a black screen. It is like if the Layout is empty...like if the WebView is not created. does anybody know what I am doing wrong? Thanks in advanced

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  • Projection matrix + world plane ~> Homography from image plane to world plane

    - by B3ret
    I think I have my wires crossed on this, it should be quite easy. I have a projection matrix from world coordinates to image coordinates (4D homogeneous to 3D homgeneous), and therefore I also have the inverse projection matrix from image coordinates to world "rays". I want to project points of the image back onto a plane within the world (which is given of course as 4D homogeneous vector). The needed homography should be uniquely identified, yet I can not figure out how to compute it. Of course I could also intersect the back-projected rays with the world plane, but this seems not a good way, knowing that there MUST be a homography doing this for me. Thanks in advance, Ben

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  • Prolog newbie question: Making a procedure to print Hello World

    - by dmindreader
    I want to load this simple something into my Editor: Write:-repeat,write("hi"),nl,fail. So that it prints "hi". What should I do? I'm currently trying to do File->New and Saving a file named Write into E:\Program Files\pl\xpce\prolog\lib When doing the query: ?-Write. It's printing: 1 ?- Write. % ... 1,000,000 ............ 10,000,000 years later % % >> 42 << (last release gives the question) Why?

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  • Creating a voxel world with 3D arrays using threads

    - by Sean M.
    I am making a voxel game (a bit like Minecraft) in C++(11), and I've come across an issue with creating a world efficiently. In my program, I have a World class, which holds a 3D array of Region class pointers. When I initialize the world, I give it a width, height, and depth so it knows how large of a world to create. Each Region is split up into a 32x32x32 area of blocks, so as you may guess, it takes a while to initialize the world once the world gets to be above 8x4x8 Regions. In order to alleviate this issue, I thought that using threads to generate different levels of the world concurrently would make it go faster. Having not used threads much before this, and being still relatively new to C++, I'm not entirely sure how to go about implementing one thread per level (level being a xz plane with a height of 1), when there is a variable number of levels. I tried this: for(int i = 0; i < height; i++) { std::thread th(std::bind(&World::load, this, width, height, depth)); th.join(); } Where load() just loads all Regions at height "height". But that executes the threads one at a time (which makes sense, looking back), and that of course takes as long as generating all Regions in one loop. I then tried: std::thread t1(std::bind(&World::load, this, w, h1, h2 - 1, d)); std::thread t2(std::bind(&World::load, this, w, h2, h3 - 1, d)); std::thread t3(std::bind(&World::load, this, w, h3, h4 - 1, d)); std::thread t4(std::bind(&World::load, this, w, h4, h - 1, d)); t1.join(); t2.join(); t3.join(); t4.join(); This works in that the world loads about 3-3.5 times faster, but this forces the height to be a multiple of 4, and it also gives the same exact VAO object to every single Region, which need individual VAOs in order to render properly. The VAO of each Region is set in the constructor, so I'm assuming that somehow the VAO number is not thread safe or something (again, unfamiliar with threads). So basically, my question is two one-part: How to I implement a variable number of threads that all execute at the same time, and force the main thread to wait for them using join() without stopping the other threads? How do I make the VAO objects thread safe, so when a bunch of Regions are being created at the same time across multiple threads, they don't all get the exact same VAO? Turns out it has to do with GL contexts not working across multiple threads. I moved the VAO/VBO creation back to the main thread. Fixed! Here is the code for block.h/.cpp, region.h/.cpp, and CVBObject.h/.cpp which controls VBOs and VAOs, in case you need it. If you need to see anything else just ask. EDIT: Also, I'd prefer not to have answers that are like "you should have used boost". I'm trying to do this without boost to get used to threads before moving onto other libraries.

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  • ZooZoo’s Are Back! Watch & Download ICC Cricket World Cup 2011 ZooZoo Ads

    - by Gopinath
    For the past couple of years VodaFone ZooZoo’s are integral part of major Cricket events. We have seen them as part of IPL 2 and IPL 3 and now as part of the on going ICC Cricket World Cup 2011 new ZooZoo ads are back on Televisions.  ZooZoos are adorable and they are my favourite videos to watch to relax. So here I’m going to post all the ZooZoo ads that are being aired on televisions as part of ICC Cricket World Cup 2011. If you love to keep the ZooZoo ads collections on you PC, you can click the download link next to each ad and save the videos. Downloads are available in FLV (for viewing on computers) and MP4 (for mobile phones) . Have Fun! Excited girl Zoozoo Interview [Download It] Pilot ZooZoo Interview [Download It] Angry Zoozoo Interview [Download It] Two ZooZoos Interview [Download It] This article titled,ZooZoo’s Are Back! Watch & Download ICC Cricket World Cup 2011 ZooZoo Ads, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • connecting… for infinity time

    - by Subhransu
    I have website working fine before. But now its not able to connect to the server(I believe that is the problem). But its strange that the message not able to connect to the server is not coming and its keep connecting... for infinite time. Here is the screenshot. Here are some of the useful details about the status of the server. Application starts when server wakes up are: cd /etc/init.d/ Application server running in my server : Traceroute:

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  • Hello World Pagelet

    - by astemkov
    Introduction The goal of this exercise is to give you a basic feel of how you can use Pagelet Producer to proxy a web page We will proxy a simple static Hello World web page, cut one section out of that page and present it as a pagelet that you can later insert on your own application page or to your portal page such as WebCenter Portal space or WebCenter Interaction community page. Hello World sample app This is the static web page we will work with: Let's assume the following: The Hello World web page is running on server http://appserver.company.com:1234/ The Hello World web page path is: http://appserver.company.com:1234/helloworld/ Initial Pagelet Producer setup Let's assume that the Pagelet Producer server is running on http://pageletserver.company.com:8889/pagelets/ First let's check that Pagelet Producer is up and running. In order to do that we just need to access the following URL: http://pageletserver.company.com:8889/pagelets/ And this is what should be returned: Now you can access Pagelet Producer administration screens using this URL: http://pageletserver.company.com:8889/pagelets/admin This is how the UI looks: Now if you connect to the internet via proxy server, you need to configure proxy in Pagelet Producer settings. In the Navigator pane: Jump To - Settings Click on "Proxy" Enter your proxy server configuration: Creating a resource First thing that you need to do is to create a resource for your web page. This will tell Pagelet Producer that all sub-paths of the web page should be proxied. It also will allow you to setup common rules of how your web page should be proxied and will serve as a container for your pagelets. In the Navigator pane: Jump To - Resources Click on any existing resource (ex. welcome_resource) Click on "Create selected type" toolbar button at the top of the Navigator pane Select "Web" in the "Select Producer Type" dialog box and click "OK" Now after the resource is created let's click on "General" sub-item a specify the following values Name = AppServer Source URL = http://appserver.company.com:1234/ Destination URL = /appserver/ Click on "Save" toolbar button at the top of the Navigator pane After the resource is created our web page becomes accessible by the URL: http://pageletserver.company.com:8889/pagelets/appserver/helloworld/ So in original web page address Source URL is replaced with Pagelet Producer URL (http://pageletserver.company.com:8889/pagelets) + Destination URL Creating a pagelet Now let's create "Hello World" pagelet. Under the resource node activate Pagelets subnode Click on "Create selected type" toolbar button at the top of the Navigator pane Click on "General" sub-node of newly created pagelet and specify the following values Name = Hello_World Library = MyLib Library is used for logical grouping. The portals use the "Library" value to group pagelets in their respective UI's. For example, when adding pagelets to a WebCenter Portal space you would see the individual pagelets listed under the "Library" name. URL Suffix = helloworld/index.html this is where the Hello World page html is served from Click on "Save" toolbar button at the top of the Navigator pane The Library name can be anything you want, it doesn't have to match the resource name at all. It is used as a logical grouping of pagelets, and you can include pagelets from multiple resources into the same library or create a new library for each pagelet. After you save the pagelet you can access it here: http://pageletserver.company.com:8889/pagelets/inject/v2/pagelet/MyLib/Hello_World which is : http://pageletserver.company.com:8889/pagelets/inject/v2/pagelet/ + [Library] + [Name] Or to test the injection of a pagelet into iframe you can click on the pagelets "Documentation" sub-node and use "Access Pagelet using REST" URL: This is what we will see: Clipping The pagelet that we just created covers the whole web page, but we want just the "Hello World" segment of it. So let's clip it. Under the Hello_World pagelet node activate Clipper sub-node Click on "Create selected type" toolbar button at the top of the Navigator pane Specify a Name for newly created clipper. For example: "c1" Click on "Content" sub-node of the clipper Click on "Launch Clipper" button New browser window will open By moving a mouse pointer over the web page select the area you want to clip: Click left mouse button - the browser window will disappear and you will see that Clipping Path was automatically generated Now let's save and access the link from the "Documentation" page again Here's our pagelet nicely clipped and ready for being used on your Web Center Space

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  • Eye-Infinity across 3 displays with a Radeon 6800

    - by Peter G Mac.
    So I purchased a computer recently and have been trying to customise the display. Radeon HD 6800 series Ubuntu 10.10. I have three 22inch 1080P lcd monitors that are mounted together. Everything is working smooth. How do I get the 'big-desktop' display where I have one enormous display across all monitors? Linux - ATI Catalyst Control Center 11.2 does not give me an option to 'group' my profiles like the pictures on their site show with Windows. I have been searching all over for help. Much Obliged, -Peter

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  • From NaN to Infinity...and Beyond!

    It is hard to believe that it was once possible to corrupt a SQL Server Database by storing perfectly normal data values into a table; but it is true. When one then tried to query this data; the values were unsupported and so data pages containing them were flagged as being corrupt....Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Finding furthermost point in game world

    - by user13414
    I am attempting to find the furthermost point in my game world given the player's current location and a normalized direction vector in screen space. My current algorithm is: convert player world location to screen space multiply the direction vector by a large number (2000) and add it to the player's screen location to get the distant screen location convert the distant screen location to world space create a line running from the player's world location to the distant world location loop over the bounding "walls" (of which there are always 4) of my game world check whether the wall and the line intersect if so, where they intersect is the furthermost point of my game world in the direction of the vector Here it is, more or less, in code: public Vector2 GetFurthermostWorldPoint(Vector2 directionVector) { var screenLocation = entity.WorldPointToScreen(entity.Location); var distantScreenLocation = screenLocation + (directionVector * 2000); var distantWorldLocation = entity.ScreenPointToWorld(distantScreenLocation); var line = new Line(entity.Center, distantWorldLocation); float intersectionDistance; Vector2 intersectionPoint; foreach (var boundingWall in entity.Level.BoundingWalls) { if (boundingWall.Intersects(line, out intersectionDistance, out intersectionPoint)) { return intersectionPoint; } } Debug.Assert(false, "No intersection found!"); return Vector2.Zero; } Now this works, for some definition of "works". I've found that the further out my distant screen location is, the less chance it has of working. When digging into the reasons why, I noticed that calls to Viewport.Unproject could result in wildly varying return values for points that are "far away". I wrote this stupid little "test" to try and understand what was going on: [Fact] public void wtf() { var screenPositions = new Vector2[] { new Vector2(400, 240), new Vector2(400, -2000), }; var viewport = new Viewport(0, 0, 800, 480); var projectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, viewport.Width / viewport.Height, 1, 200000); var viewMatrix = Matrix.CreateLookAt(new Vector3(400, 630, 600), new Vector3(400, 345, 0), new Vector3(0, 0, 1)); var worldMatrix = Matrix.Identity; foreach (var screenPosition in screenPositions) { var nearPoint = viewport.Unproject(new Vector3(screenPosition, 0), projectionMatrix, viewMatrix, worldMatrix); var farPoint = viewport.Unproject(new Vector3(screenPosition, 1), projectionMatrix, viewMatrix, worldMatrix); Console.WriteLine("For screen position {0}:", screenPosition); Console.WriteLine(" Projected Near Point = {0}", nearPoint.TruncateZ()); Console.WriteLine(" Projected Far Point = {0}", farPoint.TruncateZ()); Console.WriteLine(); } } The output I get on the console is: For screen position {X:400 Y:240}: Projected Near Point = {X:400 Y:629.571 Z:599.0967} Projected Far Point = {X:392.9302 Y:-83074.98 Z:-175627.9} For screen position {X:400 Y:-2000}: Projected Near Point = {X:400 Y:626.079 Z:600.7554} Projected Far Point = {X:390.2068 Y:-767438.6 Z:148564.2} My question is really twofold: what am I doing wrong with the unprojection such that it varies so wildly and, thus, does not allow me to determine the corresponding world point for my distant screen point? is there a better way altogether to determine the furthermost point in world space given a current world space location, and a directional vector in screen space?

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  • Pretty output question

    - by sid_com
    Hello! #!/usr/bin/env perl use warnings; use strict; my $text = 'hello ' x 30; printf "%-20s : %s\n", 'very important text', $text; the output of this script looks more ore less like this: very important text : hello hello hello hello hello hello hello hello hello hello hello hello hello hello hello hello hello hello hello hello ... but I would like an output like this: very important text: hello hello hello hello hello hello hello hello hello hello hello hello ... How could I change my script to reach my goal?

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  • Data Structure for Small Number of Agents in a Relatively Big 2D World

    - by Seçkin Savasçi
    I'm working on a project where we will implement a kind of world simulation where there is a square 2D world. Agents live on this world and make decisions like moving or replicating themselves based on their neighbor cells(world=grid) and some extra parameters(which are not based on the state of the world). I'm looking for a data structure to implement such a project. My concerns are : I will implement this 3 times: sequential, using OpenMP, using MPI. So if I can use the same structure that will be quite good. The first thing comes up is keeping a 2D array for the world and storing agent references in it. And simulate the world for each time slice by checking every cell in each iteration and further processing if an agents is found in the cell. The downside is what if I have 1000x1000 world and only 5 agents in it. It will be an overkill for both sequential and parallel versions to check each cell and look for possible agents in them. I can use quadtree and store agents in it, but then how can I get the information about neighbor cells then? Please let me know if I should elaborate more.

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  • Attaching two objects and changing their world matrices accordingly

    - by A-Type
    I'm having a hard time wrapping my head around the transformations required to bind two objects together in either a two-way or one-way relationship. I will need to implement both types. For the first case, I want to be able to 'couple' two ships together in space. The ships have different mass, of course. Forces applied to either ship will use combined mass and moment of inertia to calculate and move both ships. The trick is, being sure that the point at which they are coupled remains the same, and they don't move at all relative to each other. The second case is similar: I want a ship to be able to enter the atmosphere of a planet and move relative to the planet. The planet will be orbiting the sun, which is fixed at 0,0,0. Essentially, when the ship is sitting still outside of the atmosphere, the planet will move past it on its course-- but when the ship is sitting still inside the atmosphere, it moves and rotates with the planet, so that it is always relative to the horizon. Essentially, the vertices which make up the ship are now transformed just like the ones that make up the planet, except that the ship can move itself around relative to the planet. I get the feeling I can implement both of these with the same code. Essentially, I am thinking of giving each object (which I call Fixtures) a list of "slave" Fixtures onto which that Fixture's world matrix is imposed. So, this would be the planet imposing its world on any contained ships. In the case of coupling, I would simply make each ship a slave of the other, somehow. Obviously I can't just multiply the ship's world matrix by the planet's, or each ship by the others. What I'd like some help with is what calculations to make in order to get a nice, seamless relative world to the other object. I was thinking maybe I could just multiply the world of the slave by the inverse of the master, but then when you couple two ships you would lose all that world data. So, perhaps I need an intermediate "world" which is the absolute world, but use a secondary "final world" to actually transform the objects?

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  • Parallel Environment (PE) on Sun Grid Engine (6.2u5) won't run jobs: "only offers 0 slots"

    - by Peter Van Heusden
    I have Sun Grid Engine set up (version 6.2u5) on a Ubuntu 10.10 server with 8 cores. In order to be able to reserve multiple slots, I have a parallel environment (PE) set up like this: pe_name serial slots 999 user_lists NONE xuser_lists NONE start_proc_args /bin/true stop_proc_args /bin/true allocation_rule $pe_slots control_slaves FALSE job_is_first_task TRUE urgency_slots min accounting_summary FALSE This is associated with the all.q on the server in question (let's call the server A). However, when I submit a job that uses 4 threads with e.g. qsub -q all.q@A -pe serial 4 mycmd.sh, it never gets scheduled, and I get the following reasoning from qstat: cannot run in PE "serial" because it only offers 0 slots Why is SGE saying "serial" only offers 0 slots, since there are 8 slots available on the server I specified (server A)? The queue in question is configured thus (server names changed): qname all.q hostlist @allhosts seq_no 0 load_thresholds np_load_avg=1.75 suspend_thresholds NONE nsuspend 1 suspend_interval 00:05:00 priority 0 min_cpu_interval 00:05:00 processors UNDEFINED qtype BATCH INTERACTIVE ckpt_list NONE pe_list make orte serial rerun FALSE slots 1,[D=32],[C=8], \ [B=30],[A=8] tmpdir /tmp shell /bin/sh prolog NONE epilog NONE shell_start_mode posix_compliant starter_method NONE suspend_method NONE resume_method NONE terminate_method NONE notify 00:00:60 owner_list NONE user_lists NONE xuser_lists NONE subordinate_list NONE complex_values NONE projects NONE xprojects NONE calendar NONE initial_state default s_rt INFINITY h_rt 08:00:00 s_cpu INFINITY h_cpu INFINITY s_fsize INFINITY h_fsize INFINITY s_data INFINITY h_data INFINITY s_stack INFINITY h_stack INFINITY s_core INFINITY h_core INFINITY s_rss INFINITY h_rss INFINITY s_vmem INFINITY h_vmem INFINITY,[A=30g], \ [B=5g]

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  • Consuming Hello World pagelet in WebCenter Spaces

    - by astemkov
    Introduction The goal of this exercise is to show you how can you use Hello World pagelet that you just created from your web space. Assumptions Let's assume the following: Pagelet Producer is running on http://pageletserver.company.com:8889/pagelets/ WebCenter is running on http://webcenter.company.com:8888/webcenter/ You created Hello_World pagelet as described here. For our exercise we will need a space created. So let's login into WebCenter Portal and create a space called "myspace" using "Portal Site" template: Registering Pagelet Producer with WebCenter portal In order to use our newly created pagelet from WebCenter Spaces, we first need to register Pagelet Producer: Click "Administraion" link on WebCenter toolbar Open the "Configuration" tab Click on "Services" link on the upper-left corner of the page Click on "Portlet Producers" link on the right hand pane of the screen Click on "Register" button Select "Pagelet Producer" radio button and type Producer Name = "MyPageletProducer" Server URL = http://pageletserver.company.com:8889/pagelets/ Click "Test" button If everything is succesful you will see the following screen: Now click "OK'. Pagelet producer is registered: Inserting Hello World pagelet to WebCenter Space Now let's insert Hello World pagelet into "myspace" page: Let's go back to "myspace", click on the icon in a upper-right corner of the page and select "Edit Page" Click on one of the "Add Content" buttons: Select "Mash-Ups": Select "Pagelet Producers: You will see the MyPageletProducer that we just registered: Click on it. You will see the library "MyLib" that contains our "Hello_World" pagelet. Click on "MyLib" and you will see "Hello_World" pagelet. Click on "Add" button, and then "Close" button. Click "Save" button, and then "Close". Now we see that our "Hello World" pagelet is inserted into "myspace" page:

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  • Screen space to world space

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

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  • Camera Projection back Into 3D world, offset error

    - by Anthony
    I'm using XNA to simulate a robot in a 3D world and then do image analysis on what the camera sees. I have my camera looking down in front of the direction that the robot is going, and I have the robot detecting white pixels. I'm trying to take the white pixels that it finds and project them back into the 3D world so that I can see if it is actually detecting the correct pixels. I almost have it working, but there is an offset between where the white is in in the World and were I put my orange triangles (which represent what the robot things is white). /// <summary> /// Takes a bool map of and makes vertex positions based on the map. /// </summary> /// <param name="c"> The bool map</param> private void ProjectBoolMapOnGroundAnthony2(bool[,] c) { float triangleSize = 0.04f; // Point of interest in World W cordinate system. Vector3 pointOfInterest_W = Vector3.Zero; // Point of interest in Robot Cordinate system R Vector3 pointOfInterest_R = Vector3.Zero; // alpha is the angle from the robot camera to where it is looking in the center. //double alpha = Math.Atan(1.8f / 1); /// Matrix representation of the view determined by the position, target, and updirection. Matrix View = ((SimulationMain)Game).mainRobot.robotCameraView.View; /// Matrix representation of the view determined by the angle of the field of view (Pi/4), aspectRatio, nearest plane visible (1), and farthest plane visible (1200) Matrix Projection = ((SimulationMain)Game).mainRobot.robotCameraView.Projection; /// Matrix representing how the real world cordinates differ from that of the rendering by the camera. Matrix World = ((SimulationMain)Game).mainRobot.robotCameraView.World; Plane groundPlan = new Plane(Vector3.UnitZ, 0.0f); for (int x = 0; x < this.screenWidth; x++) { for (int y = 0; y < this.screenHeight; ) { if (c[x, y] == true && this.count1D < 62000) { int j = 1; Vector3 nearPlanePoint = Game.GraphicsDevice.Viewport.Unproject(new Vector3(x, y, 0), Projection, View, World); Vector3 farPlanePoint = Game.GraphicsDevice.Viewport.Unproject(new Vector3(x, y, 1), Projection, View, World); //Vector3 pointOfInterest_W = Vector3.in Ray ray = new Ray(nearPlanePoint, farPlanePoint); pointOfInterest_W = ray.Position + ray.Direction * (float) ray.Intersects(groundPlan); this.vertexArray2[this.count1D + 0].Position.X = pointOfInterest_W.X - triangleSize; this.vertexArray2[this.count1D + 0].Position.Y = pointOfInterest_W.Y - triangleSize * j; this.vertexArray2[this.count1D + 0].Position.Z = pointOfInterest_W.Z; this.vertexArray2[this.count1D + 0].Color = Color.DarkOrange; // Put another vertex a the position but +1 in the X direction triangleSize //this.vertexArray2[this.count1D + 1].Position.X = pointOnGroud.X + 3; //this.vertexArray2[this.count1D + 1].Position.Y = pointOnGroud.Y + j; this.vertexArray2[this.count1D + 1].Position.X = pointOfInterest_W.X; this.vertexArray2[this.count1D + 1].Position.Y = pointOfInterest_W.Y + triangleSize * j; this.vertexArray2[this.count1D + 1].Position.Z = pointOfInterest_W.Z; this.vertexArray2[this.count1D + 1].Color = Color.Red; // Put another vertex a the position but +1 in the X direction //this.vertexArray2[this.count1D + 0].Position.X = pointOnGroud.X; //this.vertexArray2[this.count1D + 0].Position.Y = pointOnGroud.Y + 3 + j; this.vertexArray2[this.count1D + 2].Position.X = pointOfInterest_W.X + triangleSize; this.vertexArray2[this.count1D + 2].Position.Y = pointOfInterest_W.Y - triangleSize * j; this.vertexArray2[this.count1D + 2].Position.Z = pointOfInterest_W.Z; this.vertexArray2[this.count1D + 2].Color = Color.Orange; this.count1D += 3; y += j; } else { y++; } } } } The world is a grass texture with lines on it. The world plane is normal at (0,0,1). Any ideas on why there is an offset? Any Ideas? Thanks for the help, Anthony G.

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  • Why is the value of this string, in a bash script, being executing?

    - by Ross
    Hello Why is this script executing the string in the if statement: #!/bin/bash FILES="*" STRING='' for f in $FILES do if ["$STRING" = ""] then echo first STRING='hello' else STRING="$STRING hello" fi done echo $STRING when run it with sh script.sh outputs: first lesscd.sh: line 7: [hello: command not found lesscd.sh: line 7: [hello hello: command not found lesscd.sh: line 7: [hello hello hello: command not found lesscd.sh: line 7: [hello hello hello hello: command not found lesscd.sh: line 7: [hello hello hello hello hello: command not found hello hello hello hello hello hello p.s. first attempt at a shell script thanks

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  • Hello World

    - by prabhpreet
    Hello World. I am a hobbyist developer in the teens and I am a fan of Microsoft and its products.I am learning C# and have learned C and experimented with a few languages such as Python, Ruby, and IO (A really new language). Here, I am going to share my developing adventures. Watch out, World!

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  • Hello World

    - by prabhpreet
    Hello World. I am a hobbyist developer in the teens and I am a fan of Microsoft and its products.I am learning C# and have learned C and experimented with a few languages such as Python, Ruby, and IO (A really new language). Here, I am going to share my developing adventures. Watch out, World!

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  • Why is the value if this string executing in a bash script?

    - by Ross
    Hello Why is this script executing the string in the if statement: #!/bin/bash FILES="*" STRING='' for f in $FILES do if ["$STRING" = ""] then echo first STRING='hello' else STRING="$STRING hello" fi done echo $STRING when run it with sh script.sh outputs: first lesscd.sh: line 7: [hello: command not found lesscd.sh: line 7: [hello hello: command not found lesscd.sh: line 7: [hello hello hello: command not found lesscd.sh: line 7: [hello hello hello hello: command not found lesscd.sh: line 7: [hello hello hello hello hello: command not found hello hello hello hello hello hello p.s. first attempt at a shell script thanks

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