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  • Labeling algorithm for points

    - by Qwertie
    I need an algorithm to place horizontal text labels for multiple series of points on the screen (basically I need to show timestamps and other information for a history of moving objects on a map; in general there are multiple data points per object). The text labels should appear close to their points--above, below, or on the right side--but should not overlap other points or text labels. Does anyone know an algorithm/heuristic for this?

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  • Win 2003 Junction Point to Remote Unix Share

    - by Pogrindis
    Env : Windows Server 2003 with already established shared folders over the local Domain via Windows DC and AD. - Linux box being used as a fileserver with the folder /files/share being R+W by all domain users, this is not a problem. I have already transfered the files from the Windows Box to the /files/share on the Linux Box however i now want to create a junction point in order to prevent users saving to the Windows box. I have tried the FileServer Administration on windows server 2003 however it will not allow me to junction remote servers. I have tried mounting the remote filesystem as a drive and proceeding that way however no joy. Anyone have any suggestions ?

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  • FLOT: How to make different colored points in same data series, connected by a line?

    - by Mega Matt
    Hi all, I think I may have stumbled onto a limitation of Flot, but I'm not sure. I'm trying to represent a single data series over time. The items' "State" is represented on the Y-Axis (there are 5 of them), and time is on the X-Axis (items can change states over time). I want the graph to have points and lines connecting those points for each data series. In addition to tracking an item's State over time, I'd also like to represent it's "Status" at any of the particular points. This I would like to do by changing the color of the points. What this means is a single item may have different Statuses at different times, meaning for a single data series I need a line that connects different points (dots) of different colors. The only thing I've seen so far is the ability to specify the color for all points in a given dataseries. Does anyone know if there's a way to specify colors individually? Thanks.

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  • Any reliable polygon normal calculation code?

    - by Jenko
    Do you have any reliable face normal calculation code? I'm using this but it fails when faces are 90 degrees upright or similar. // the normal point var x:Number = 0; var y:Number = 0; var z:Number = 0; // if is a triangle with 3 points if (points.length == 3) { // read vertices of triangle var Ax:Number, Bx:Number, Cx:Number; var Ay:Number, By:Number, Cy:Number; var Az:Number, Bz:Number, Cz:Number; Ax = points[0].x; Bx = points[1].x; Cx = points[2].x; Ay = points[0].y; By = points[1].y; Cy = points[2].y; Az = points[0].z; Bz = points[1].z; Cz = points[2].z; // calculate normal of a triangle x = (By - Ay) * (Cz - Az) - (Bz - Az) * (Cy - Ay); y = (Bz - Az) * (Cx - Ax) - (Bx - Ax) * (Cz - Az); z = (Bx - Ax) * (Cy - Ay) - (By - Ay) * (Cx - Ax); // if is a polygon with 4+ points }else if (points.length > 3){ // calculate normal of a polygon using all points var n:int = points.length; x = 0; y = 0; z = 0 // ensure all points above 0 var minx:Number = 0, miny:Number = 0, minz:Number = 0; for (var p:int = 0, pl:int = points.length; p < pl; p++) { var po:_Point3D = points[p] = points[p].clone(); if (po.x < minx) { minx = po.x; } if (po.y < miny) { miny = po.y; } if (po.z < minz) { minz = po.z; } } if (minx > 0 || miny > 0 || minz > 0){ for (p = 0; p < pl; p++) { po = points[p]; po.x -= minx; po.y -= miny; po.z -= minz; } } var cur:int = 1, prev:int = 0, next:int = 2; for (var i:int = 1; i <= n; i++) { // using Newell method x += points[cur].y * (points[next].z - points[prev].z); y += points[cur].z * (points[next].x - points[prev].x); z += points[cur].x * (points[next].y - points[prev].y); cur = (cur+1) % n; next = (next+1) % n; prev = (prev+1) % n; } } // length of the normal var length:Number = Math.sqrt(x * x + y * y + z * z); // if area is 0 if (length == 0) { return null; }else{ // turn large values into a unit vector x = x / length; y = y / length; z = z / length; }

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  • A problem with connected points and determining geometry figures based on points' location analysis

    - by StolePopov
    In school we have a really hard problem, and still no one from the students has solved it yet. Take a look at the picture below: http://d.imagehost.org/0422/mreza.gif That's a kind of a network of connected points, which doesn't end and each point has its own number representing it. Let say the numbers are like this: 1-23-456-78910-etc. etc.. (You can't see the number 5 or 8,9... on the picture but they are there and their position is obvious, the point in middle of 4 and 6 is 5 and so on). 1 is connected to 2 and 3, 2 is connected to 1,3,5 and 4 etc. The numbers 1-2-3 indicate they represent a triangle on the picture, but the numbers 1-4-6 do not because 4 is not directly connected with 6. Let's look at 2-3-4-5, that's a parallelogram (you know why), but 4-6-7-9 is NOT a parallelogram because the in this problem there's a rule which says all the sides must be equal for all the figures - triangles and parallelograms. Also there are hexagons, for ex. 4-5-7-9-13-12 is a hexagon - all sides must be equal here too. 12345 - that doesn't represent anything, so we ignore it. I think i explained the problem well. The actual problem which is given to us by using an input of numbers like above to determine if that's a triangle/parallelogram/hexagon(according to the described rules). For ex: 1 2 3 - triangle 11 13 24 26 -parallelogram 1 2 3 4 5 - nothing 11 23 13 25 - nothing 3 2 5 - triangle I was reading computational geometry in order to solve this, but i gave up quickly, nothing seems to help here. One friend told me this site so i decided to give it a try. If you have any ideas about how to solve this, please reply, you can use pseudo code or c++ whatever. Thank you very much.

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  • k-d tree implementation [closed]

    - by user466441
    when i run my code and debugged,i got this error - this 0x00093584 {_Myproxy=0x00000000 _Mynextiter=0x00000000 } std::_Iterator_base12 * const - _Myproxy 0x00000000 {_Mycont=??? _Myfirstiter=??? } std::_Container_proxy * _Mycont CXX0017: Error: symbol "" not found _Myfirstiter CXX0030: Error: expression cannot be evaluated + _Mynextiter 0x00000000 {_Myproxy=??? _Mynextiter=??? } std::_Iterator_base12 * but i dont know what does it means,code is this #include<iostream> #include<vector> #include<algorithm> using namespace std; struct point { float x,y; }; vector<point>pointleft(4); vector<point>pointright(4); //we are going to implement two comparison function for x and y coordinates,we need it in calculation of median (we should sort vector //by x or y according to depth informaton,is depth even or odd. bool sortby_X(point &a,point &b) { return a.x<b.x; } bool sortby_Y(point &a,point &b) { return a.y<b.y; } //so i am going to implement to median finding algorithm,one for finding median by x and another find median by y point medianx(vector<point>points) { point temp; sort(points.begin(),points.end(),sortby_X); temp=points[(points.size()/2)]; return temp; } point mediany(vector<point>points) { point temp; sort(points.begin(),points.end(),sortby_Y); temp=points[(points.size()/2)]; return temp; } //now construct basic tree structure struct Tree { float x,y; Tree(point a) { x=a.x; y=a.y; } Tree *left; Tree *right; }; Tree * build_kd( Tree *root,vector<point>points,int depth) { point temp; if(points.size()==1)// that point is as a leaf { if(root==NULL) root=new Tree(points[0]); return root; } if(depth%2==0) { temp=medianx(points); root=new Tree(temp); for(int i=0;i<points.size();i++) { if (points[i].x<temp.x) pointleft[i]=points[i]; else pointright[i]=points[i]; } } else { temp=mediany(points); root=new Tree(temp); for(int i=0;i<points.size();i++) { if(points[i].y<temp.y) pointleft[i]=points[i]; else pointright[i]=points[i]; } } return build_kd(root->left,pointleft,depth+1); return build_kd(root->right,pointright,depth+1); } void print(Tree *root) { while(root!=NULL) { cout<<root->x<<" " <<root->y; print(root->left); print(root->right); } } int main() { int depth=0; Tree *root=NULL; vector<point>points(4); float x,y; int n=4; for(int i=0;i<n;i++) { cin>>x>>y; points[i].x=x; points[i].y=y; } root=build_kd(root,points,depth); print(root); return 0; } i am trying ti implement in c++ this pseudo code tuple function build_kd_tree(int depth, set points): if points contains only one point: return that point as a leaf. if depth is even: Calculate the median x-value. Create a set of points (pointsLeft) that have x-values less than the median. Create a set of points (pointsRight) that have x-values greater than or equal to the median. else: Calculate the median y-value. Create a set of points (pointsLeft) that have y-values less than the median. Create a set of points (pointsRight) that have y-values greater than or equal to the median. treeLeft = build_kd_tree(depth + 1, pointsLeft) treeRight = build_kd_tree(depth + 1, pointsRight) return(median, treeLeft, treeRight) please help me what this error means?

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  • How do I delete hardlinks, symbolic links, junction points, etc please?

    - by jonny
    I could be wrong, but I'm yet to hear a valid argument for the exploitability that these things deliver...outweighing their very dubious / debatable functionality. They seem to me to be marginally handy, but I don't think I have any need for them. I do have a need for security, however. How can I delete their entire functionality permanently from my hard drive, please? Microsoft only has pages on how to create them; which seems almost peculiar to the point of being dubious (at least, to me...) And just a dumb command line question, am I correct in assuming fsutil hardlink list c: will enumerate every single hardlink on that drive? C:\Windows\system32>fsutil hardlink list c: \Windows\System32 Also, how do I delete symbolic links please ;) But I'd just rather have all symbolic linking and recursion-creating stuff removed, if that's possible? C:\Windows\system32>fsutil behavior query symlinkevaluation Local to local symbolic links are enabled. Local to remote symbolic links are enabled. Remote to local symbolic links are disabled. Remote to remote symbolic links are disabled.

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  • Replace XML Bullet Points Found in Feed in Classic ASP

    - by StevieB
    Hey I am currently reading in a XML file which contains bullet list in the following container i.e. ? the average pension contribution rate for executive directors . I am having a problem with symbol directly before the text of each bullet point I want to remove it i.e Replace(text,"old","new") but i cant seem to find what value that bullet point actually is to replace of that makes sense. Thanks

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  • Compute directional light frustum from view furstum points and light direction

    - by Fabian
    I'm working on a friends engine project and my task is to construct a new frustum from the light direction that overlaps the view frustum and possible shadow casters. The project already has a function that creates a frustum for this but its way to big and includes way to many casters (shadows) which can't be seen in the view frustum. Now the only parameter of this function are the normalized light direction vector and a view class which lets me extract the 8 view frustum points in world space. I don't have any additional infos about the scene. I have read some of the related Questions here but non seem to fit very well to my problem as they often just point to cascaded shadow maps. Sadly i can't use DX or openGl functions directly because this engine has a dedicated math library. From what i've read so far the steps are: Transform view frustum points into light space and find min/max x and y values (or sometimes minima and maxima of all three axis) and create a AABB using the min/max vectors. But what comes after this step? How do i transform this new AABB back to world space? What i've done so far: CVector3 Points[8], MinLight = CVector3(FLT_MAX), MaxLight = CVector3(FLT_MAX); for(int i = 0; i<8;++i){ Points[i] = Points[i] * WorldToShadowMapMatrix; MinLight = Math::Min(Points[i],MinLight); MaxLight = Math::Max(Points[i],MaxLight); } AABox box(MinLight,MaxLight); I don't think this is the right way to do it. The near plain probably has to extend into the direction of the light source to include potentional shadow casters. I've read the Microsoft article about cascaded shadow maps http://msdn.microsoft.com/en-us/library/windows/desktop/ee416307%28v=vs.85%29.aspx which also includes some sample code. But they seem to use the scenes AABB to determine the near and far plane which I can't since i cant access this information from the funtion I'm working in. Could you guys please link some example code which shows the calculation of such frustum? Thanks in advance! Additional questio: is there a way to construct a WorldToFrustum matrix that represents the above transformation?

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  • How can I set Windows Server 2008 juntion points to Every Read Allow?

    - by brendan
    We have apps running on Windows Server 2003 and now 2008 as well. Unfortunately some of our code relies on inspecting the Documents and Settings directory which no longer exists in Windows 2003. It looks like there are "Junction Points" set up for backwards compatibility - http://msdn.microsoft.com/en-us/library/bb756982.aspx. But it seems like nothing I can do can get me access. I basically need to be able to call from a command line on both 2003 and 2008: C:\Documents and Settings\Administrator\Local Settings\Application Data\Google\Chrome\Application\chrome.exe Which translates in Windows 2008 to : C:\Users\Administrator\AppData\Local\Google\Chrome\Application\chrome.exe I've tried setting up my own "Documents and Settings" folder in 2008 but it won't let me as that seems to be reserved for these Juntion Points.

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  • Using symbolic link in Windows XP

    - by Stan
    Junction is a good symbolic link tool in XP. However, it's not so easy to use at first moment, ie. only can use command line interface; move/rename target file/folder; got to use 'junction -d ' to delete link, don't allow delete in explore, but it's hard to distinguish if it's a symbolic link. Is there any guides for how to use junction in XP like what to do and not to do?

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  • Rotating multiple points at once in 2D

    - by Deukalion
    I currently have an editor that creates shapes out of (X, Y) coordinates and then triangulate that to make up a shape of those points. What will I have to do to rotate all of those points simultaneously? Say I click the screen in my editor, it locates the point where I've clicked and if I move the mouse up or down from that point it calculates rotation on X and Y axis depending on new position relevant to first position, say I move up 10 on the Y axis it rotates that way and the same way for X. Or simply, somehow to enter rotation degree: 90, 180, 270, 360, for example. I use VertexPositionColor at the moment. What are the best algorithms or methods that I can look at to rotate multiple points in 2D at once? Also: Since this is an editor I do now want to rotate it on the Matrix, so if I want to rotate the whole shape 180 degree that's the new "position" of all the points, so that's the new rotation = 0 for example. Later on I probably will use World Matrix rotation for this, but not now.

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  • Drawing Grid in 3D view - Mathematically calculate points and draw line between them (Not working)

    - by Deukalion
    I'm trying to draw a simple grid from a starting point and expand it to a size. Doing this mathematically and drawing the lines between each point, but since the "DrawPrimitives(LineList)" doesn't work the way it should work, And this method can't even draw lines between four points to create a simple Rectangle, so how does this method work exactly? Some sort of coordinate system: [ ][ ][ ][ ][ ][ ][ ] [ ][2.2][ ][0.2][ ][2.2][ ] [ ][2.1][1.1][ ][1.1][2.1][ ] [ ][2.0][ ][0.0][ ][2.0][ ] [ ][2.1][1.1][ ][1.1][2.1][ ] [ ][2.2][ ][0.2][ ][2.2][ ] [ ][ ][ ][ ][ ][ ][ ] I've checked with my method and it's working as it should. It calculates all the points to form a grid. This way I should be able to create Points where to draw line right? This way, if I supply the method with Size = 2 it starts at 0,0 and works it through all the corners (2,2) on each side. So, I have the positions of each point. How do I draw lines between these? VerticeCount = must be number of Points in this case, right? So, tell me, if I can't supply this method with Point A, Point B, Point C, Point D to draw a four vertice rectangle (Point A - B - C - D) - how do I do it? How do I even begin to understand it? As far as I'm concered, that's a "Line list" or a list of points where to draw lines. Can anyone explain what I'm missing? I wish to do this mathematically so I can create a a custom grid that can be altered.

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  • GeoDjango: is there an out-of-the-box way to generate clusters of points?

    - by vaughnkoch
    Hi, I'm trying to compute clusters on a set of points in Python, using GeoDjango. The problem: Given a set of points, output a set of clusters of those points. (i'm fine specifying # of clusters/cluster size/distance in advance to simplify) There are a few solutions on the web to do clustering, so it's a well known problem. I thought that GeoDjango would handle these types of problems out of the box, but it's not clear how - I've searched the GeoDjango documentation, Google, and a few other places, but couldn't find anything. Before I roll my own clustering solution, I thought I'd ask to see if there's a straightforward way to do this using GEOS or another package within GeoDjango.

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  • Saving a list of points into a text file

    - by dylanisawesome1
    I recently posted a question about this, but was not really sure where to go. I've gotten some progress, and have generated some simple noise here: http://pastie.org/5408655 That works well enough for me, but I would really like to be able to save the points into an ascii text file. currently it's formatted so that something like this: http://pastie.org/5409311 would create a square. I need to save in this format with the points(and lines connecting them) generated in the method above. Essentially, I need to write the array of points created in the first example to a text file formatted like the second example.

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  • Which purpose do armor points serve?

    - by Bane
    I have seen a mechanic which I call "armor points" in many games: Quake, Counter Strike, etc. Generally, while the player has these armor points, he takes less damage. However, they act in a similar fashion that health points do: you lose them by taking said damage. Why would you design such a feature? Is this just health 2.0, or am I missing something? To me, armor only makes sense in, for example, RPG games, where it is a constant that determines your resistance. But I don't see why would it need to be reduceable during combat.

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  • Nouvelle méthode pour rapporter bugs et suggestions pour le forum avec une meilleure récompense niveau points

    Bonjour à toutes et à tous, Il nous a été rapporté que la manière actuelle de donner des rapports de bugs ou de suggestions sur le forum n'était pas idéale. En effet, un forum est pratique, mais ne vaut pas un réel système de bug tracker. De plus, le système de points ne reflète pas bien ce genre de participation : en effet les opposants à une suggestion n'hésitent pas à moinsser le message d'origine, faisant donc perdre des points à la personne qui suggère, et de plus un bug rapporté résolu ou une suggestion implémentée ne se traduisait par aucune espèce de récompense au niveau des points. Je trouve ceci anormal en sachant que toute idée certes n'est pas bonne à prendre suivant le contexte, mais que personne ne devrait être pénalisé pour avoir eu une idée.

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  • matrix to transform unit cube to space defined by 8 arbitrary points

    - by aadster
    I asked a question relating to similar to this already, but I think this is a clearer objective of what Im trying to achieve.. or whether its possible at all! Im trying to find a transformation (matrix ideally) which would transform the 8 points of a 3d unit cube to 8 arbitrary points in space. The 8 target points have no known structure. e.g: My gut feeling is that a matrix is unable to provide this xform since the cube faces vertices can be concave.. but are there any other methods of transformation? Thanks!

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  • Calculate random points (pixel) within a circle (image)

    - by DMills
    I have an image that contains a circles at a specific location, and of a specific diameter. What I need to do is to be able to calculate random points within the circle, and then manipulate said the pixels they correlate to. I have the following code already: private Point CalculatePoint() { var angle = _random.NextDouble() * ( Math.PI * 2 ); var x = _originX + ( _radius * Math.Cos( angle ) ); var y = _originY + ( _radius * Math.Sin( angle ) ); return new Point( ( int )x, ( int )y ); } And that works fine for finding all the points at the circumference of the circle, but I need all points from anywhere in the circle. If this doesn't make sense let me know and I will do my best to clarify.

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  • ASP.NET AJAX, WebSeal Junctions, and Sessions

    - by powella
    I've run up across a problem with ASP.NET AJAX (hooked up to WebServices directly) and accessing our site through a WebSeal junction. Listing 11. On this page; http://www.ibm.com/developerworks/tivoli/library/t-ajaxtam/index.html explains that requests to pages which do not result in a content type of text/html are not sent with cookie data. Hence, no session. ASP.NET AJAX requests are returned with a content type of "application/json; charset=utf-8". As such, the WebSeal junction is not appending the Session Cookie to the request. This results in our WebService seeing the user as invalid, due to no session information. The Junction has been setup properly with the -J parameter (thats an uppercase J, which appends the required script for WebSeal to the bottom of the page - this prevents forcing IE into quirks mode.) and we've confirmed that the necessary script exists in the output source. I'm up for any suggestions at this point, as I'm out of ideas. FWIW, the site runs perfectly when not accessed through the WebSeal Junction.

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  • Javascript points calculating system

    - by coolboycsaba
    I trying to create a points calculating system with javascript, but the problem is with the mathematical part. I have saved on the server the points number, and based on that number I want to decide the level. Sorry for my bad english, I cant explain very well :D. I want something like: level 1 need 0 points level 2 needs 100 points level 3 needs 240 points level 4 needs 420 points level 5 needs 640 points and so on.... I need a mathematical function to calculate each level with it. Something that if I know the level to calculate the points needed, and if I know only the points to calculate the level.

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  • Laser Beam End Points Problems

    - by user36159
    I am building a game in XNA that features colored laser beams in 3D space. The beams are defined as: Segment start position Segment end position Line width For rendering, I am using 3 quads: Start point billboard End point billboard Middle section quad whose forward vector is the slope of the line and whose normal points to the camera The problem is that using additive blending, the end points and middle section overlap, which looks quite jarring. However, I need the endpoints in case the laser is pointing towards the camera! See the blue laser in particular:

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  • Laser Beam End Points Problems (XNA)

    - by user36159
    I am building a game in XNA that features colored laser beams in 3D space. The beams are defined as: Segment start position Segment end position Line width For rendering, I am using 3 quads: Start point billboard End point billboard Middle section quad whose forward vector is the slope of the line and whose normal points to the camera The problem is that using additive blending, the end points and middle section overlap, which looks quite jarring. However, I need the endpoints in case the laser is pointing towards the camera! See the blue laser in particular:

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  • Intersection points of plane set forming convex hull

    - by Toji
    Mostly looking for a nudge in the right direction here. Given a set of planes (defined as a normal and distance from origin) that form a convex hull, I would like to find the intersection points that form the corners of that hull. More directly, I'm looking for a way to generate a point cloud appropriate to provide to Bullet. Bonus points if someone knows of a way I could give bullet the plane list directly, since I somewhat suspect that's what it's building on the backend anyway.

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