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  • What are the implications of expanding an internal subnet mask?

    - by Philip
    Our network is currently working on a 192.168.0.x subnet, all controlled through DHCP, except for the few main servers who have hard-configured IP address settings. What would I kill if I changed the DHCP-published subnet mask from 255.255.255.0 to 255.255.0.0? The reason for doing this is not because we have a huge sudden influx of machines, but because I'd like to start partitioning specific devices into specific IP ranges (to be neat and tidy). For what its worth, I don' plan on changing the allocated DHCP address range, but rather want to move some of the reserved and excluded DHCP addresses out of the address pool. e.g. printers will be 192.168.2.x I will obviously need to change the subnet mask manually on my manually configured devices.

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  • CPU / Affinity mask problem in SQL 2005

    - by Robert Moir
    Hi folks, Having a problem with a SQL Server which was virtualised. The CPU mask was set on the physical host for some reason and now advanced options are not available. So I need to reconfigure the CPU affinity mask settings - which are advanced options, so this is blocked because of the affinity mask issue. I've tried doing this from the SQL server in single user command line mode, I've googled and found lots of people with similar problems but no real solution. I'm stumped. Any ideas? Sample commands and output from query analyser below. sp_configure 'show advanced options', 1 GO RECONFIGURE WITH OVERRIDE GO sp_configure 'affinity mask', 0x00000000 GO RECONFIGURE GO ----------------------------------------- Configuration option 'show advanced options' changed from 0 to 1. Run the RECONFIGURE statement to install. Msg 5832, Level 16, State 1, Line 1 The affinity mask specified does not match the CPU mask on this system. Msg 15123, Level 16, State 1, Procedure sp_configure, Line 51 The configuration option 'affinity mask' does not exist, or it may be an advanced option.

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  • Meaning of offset in pygame Mask.overlap methods

    - by Alan
    I have a situation in which two rectangles collide, and I have to detect how much did they collide so so I can redraw the objects in a way that they are only touching each others edges. It's a situation in which a moving ball should hit a completely unmovable wall and instantly stop moving. Since the ball sometimes moves multiple pixels per screen refresh, it it possible that it enters the wall with more that half its surface when the collision is detected, in which case i want to shift it position back to the point where it only touches the edges of the wall. Here is the conceptual image it: I decided to implement this with masks, and thought that i could supply the masks of both objects (wall and ball) and get the surface (as a square) of their intersection. However, there is also the offset parameter which i don't understand. Here are the docs for the method: Mask.overlap Returns the point of intersection if the masks overlap with the given offset - or None if it does not overlap. Mask.overlap(othermask, offset) -> x,y The overlap tests uses the following offsets (which may be negative): +----+----------.. |A | yoffset | +-+----------.. +--|B |xoffset | | : :

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  • Best way to mask 2D sprites in XNA?

    - by electroflame
    I currently am trying to mask some sprites. Rather than explaining it in words, I've made up some example pictures: The area to mask (in white) Now, the red sprite that needs to be cropped. The final result. Now, I'm aware that in XNA you can do two things to accomplish this: Use the Stencil Buffer. Use a Pixel Shader. I have tried to do a pixel shader, which essentially did this: float4 main(float2 texCoord : TEXCOORD0) : COLOR0 { float4 tex = tex2D(BaseTexture, texCoord); float4 bitMask = tex2D(MaskTexture, texCoord); if (bitMask.a > 0) { return float4(tex.r, tex.g, tex.b, tex.a); } else { return float4(0, 0, 0, 0); } } This seems to crop the images (albeit, not correct once the image starts to move), but my problem is that the images are constantly moving (they aren't static), so this cropping needs to be dynamic. Is there a way I could alter the shader code to take into account it's position? Alternatively, I've read about using the Stencil Buffer, but most of the samples seem to hinge on using a rendertarget, which I really don't want to do. (I'm already using 3 or 4 for the rest of the game, and adding another one on top of it seems overkill) The only tutorial I've found that doesn't use Rendertargets is one from Shawn Hargreaves' blog over here. The issue with that one, though is that it's for XNA 3.1, and doesn't seem to translate well to XNA 4.0. It seems to me that the pixel shader is the way to go, but I'm unsure of how to get the positioning correct. I believe I would have to change my onscreen coordinates (something like 500, 500) to be between 0 and 1 for the shader coordinates. My only problem is trying to work out how to correctly use the transformed coordinates. Thanks in advance for any help!

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  • How to mask part of an image in matlab ?

    - by ZaZu
    Hey guys, I would like to know how to mask part of an image that is in BLACK & WHITE ? I got an object that needs to be edge detected, but I have other white interfering objects in the background that are below the target objet ... I would like to mask the entire lower part of an image to black, how can I do that ? Thanks !!

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  • Decoding an affinity mask

    - by GavinPayneUK
    Recently, in preparation for my SQLBits NUMA internals session I began looking at some of the SQLOS DMVs and trying to understand how their contents directly related to the physical server architecture that SQL Server was running on. While their contents used regular terms such as node and affinity mask the results were often in an “internals” format that can be distracting to the human reader.  An example of this is the DMV sys.dm_os_nodes (link to Technet here ), or more specifically the column...(read more)

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  • Phone number mask in a DataView WebPart (DVWP)

    - by PeterBrunone
    This came up today on the [sharepointdiscussions] list.  A user needed to display a read-only field in a phone number format; it's pretty simple, but it may be just what you need.Assuming your list item contains a field called "Phone Number" (with a space), the following XPath will give you a number in the classic US telephone format: <xsl:value-of select="concat('(',substring(@Phone_x0020_Number,1,3),')',substring(@Phone_x0020_Number,4,3),'-',substring(@Phone_x0020_Number,7,4))" /> If you need to mask an input, try this jQuery solution.

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  • Doing imagemagick like stuff in Unity (using a mask to edit a texture)

    - by Codejoy
    There is this tutorial in imagemagick http://www.imagemagick.org/Usage/masking/#masks I was wondering if there was some way to mimic the behavior (like cutting the image up based on a black image mask that turns image parts transparent... ) and then trim that image in game... trying to hack around with the webcam feature and reproduce some of the imagemagick opencv stuff in it in Unity but I am saddly unequipped with masks, shaders etc in unity skill/knowledge. Not even sure where to start.

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  • How to use a mask texture with Kobold2D

    - by alex
    I am an iOS developer but I'm new to cocos2d. I'm working on new game, I use Kobold2D, have cocos2d installed too, and I want to make this effect: I know how is done with Flash, but can't make it with Kobold2D. There's 2 images with the same size: one is a low-res image for the background and the second is a hi-res over the first one. When the "reticle" mask moves, it reveals the second image inside the circle and the background is visible outside only. I googled with no success, saw some Ray Wenderlich projects they weren't helpful.

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  • how to mask Cocos2d

    - by alex
    Hi i'am iOS developer but i'm new to cocos2d.Im working on new game i use Kobold2d Have cocos2d installed too and i want to make this effect. http://postimage.org/image/ngj399ibn/ I Know how is done on flash, but cant make it in kobold. There 2 images with the same size one is like low-res image for background and the secon hi-res over the first one,when the "reticle" mask move reveal the second image inside the circle and outsite only the background is visible. I was googling with no success, saw some ray wenderlich projects but not helpful.Any help

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  • Stencil mask with AlphaTestEffect

    - by Brendan Wanlass
    I am trying to pull off the following effect in XNA 4.0: http://eng.utah.edu/~brendanw/question.jpg The purple area has 50% opacity. I have gotten pretty close with the following code: public static DepthStencilState AlwaysStencilState = new DepthStencilState() { StencilEnable = true, StencilFunction = CompareFunction.Always, StencilPass = StencilOperation.Replace, ReferenceStencil = 1, DepthBufferEnable = false, }; public static DepthStencilState EqualStencilState = new DepthStencilState() { StencilEnable = true, StencilFunction = CompareFunction.Equal, StencilPass = StencilOperation.Keep, ReferenceStencil = 1, DepthBufferEnable = false, }; ... if (_alphaEffect == null) { _alphaEffect = new AlphaTestEffect(_spriteBatch.GraphicsDevice); _alphaEffect.AlphaFunction = CompareFunction.LessEqual; _alphaEffect.ReferenceAlpha = 129; Matrix projection = Matrix.CreateOrthographicOffCenter(0, _spriteBatch.GraphicsDevice.PresentationParameters.BackBufferWidth, _spriteBatch.GraphicsDevice.PresentationParameters.BackBufferHeight, 0, 0, 1); _alphaEffect.Projection = world.SystemManager.GetSystem<RenderSystem>().Camera.View * projection; } _mask = new RenderTarget2D(_spriteBatch.GraphicsDevice, _spriteBatch.GraphicsDevice.PresentationParameters.BackBufferWidth, _spriteBatch.GraphicsDevice.PresentationParameters.BackBufferHeight, false, SurfaceFormat.Color, DepthFormat.Depth24Stencil8); _spriteBatch.GraphicsDevice.SetRenderTarget(_mask); _spriteBatch.GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.Stencil, Color.Transparent, 0, 0); _spriteBatch.Begin(SpriteSortMode.Immediate, null, null, AlwaysStencilState, null, _alphaEffect); _spriteBatch.Draw(sprite.Texture, position, sprite.SourceRectangle,Color.White, 0f, sprite.Origin, 1f, SpriteEffects.None, 0); _spriteBatch.End(); _spriteBatch.Begin(SpriteSortMode.Immediate, null, null, EqualStencilState, null, null); _spriteBatch.Draw(_maskTex, new Vector2(x * _maskTex.Width, y * _maskTex.Height), null, Color.White, 0f, Vector2.Zero, 1f, SpriteEffects.None, 0); _spriteBatch.End(); _spriteBatch.GraphicsDevice.SetRenderTarget(null); _spriteBatch.GraphicsDevice.Clear(Color.Black); _spriteBatch.Begin(); _spriteBatch.Draw((Texture2D)_mask, Vector2.Zero, null, Color.White, 0f, Vector2.Zero, 1f, SpriteEffects.None, layer/max_layer); _spriteBatch.End(); My problem is, I can't get the AlphaTestEffect to behave. I can either mask over the semi-transparent purple junk and fill it in with the green design, or I can draw over the completely opaque grassy texture. How can I specify the exact opacity that needs to be replace with the green design?

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  • CGImageCreateWithMask with an image as a mask

    - by Peyman
    Hi I am trying to use an image (painted as Core Graphics) to create a mask. What I am doing is this 1. creating a Core Graphics path CGContextSaveGState(context); CGContextBeginPath(context); CGContextMoveToPoint(context,circleCenter.x,circleCenter.y); //CGContextSetAllowsAntialiasing(myBitmapContext, YES); CGContextAddArc(context,circleCenter.x, circleCenter.y,circleRadius,startingAngle, endingAngle, 0); // 0 is counterclockwise CGContextClosePath(context); CGContextSetRGBStrokeColor(context,1.0,0.0,0.0,1.0); CGContextSetRGBFillColor(context,1.0,0.0,0.0,0.2); CGContextDrawPath(context, kCGPathFillStroke); 2. then I'm saving the context that has the path just painted CGImageRef pacmanImage = CGBitmapContextCreateImage (context); 3. restoring the context CGContextRestoreGState(context); CGContextSaveGState(context); 4. creating a 1 bit mask (which will provide the black-white mask) bitsPerComponent = 1; bitsPerPixel = bitsPerComponent * 1 ; bytesPerRow = (CGImageGetWidth(imgToMaskRef) * bitsPerPixel); mask = CGImageCreate(CGImageGetWidth(imgToMaskRef), CGImageGetHeight(imgToMaskRef), bitsPerComponent, bitsPerPixel, bytesPerRow, greyColorSpace, kCGImageAlphaNone, CGImageGetDataProvider(pacmanImage), NULL, //decode YES, //shouldInterpolate kCGRenderingIntentDefault); 5. masking the imgToMaskRef (which is a CGImageRef imgToMaskRef =imgToMask.CGImage;) with the mask just created imageMaskedWithImage = CGImageCreateWithMask(imgToMaskRef, mask); CGContextDrawImage(context,imgRectBox, imageMaskedWithImage); CGImageRef maskedImageFinal = CGBitmapContextCreateImage (context); returning the maskedImageFinal to the caller of this method (as wheelChoiceMadeState, which is a CGImageRef) who then updates the CALayer contents property with the image theLayer.contents = (id) wheelChoiceMadeState; the problem I am seeing is that the mask does not work properly and looks very strange indeed. I get strange patterns across the path painted by the Core Graphics. My hunch is there is something with CGImageGetDataProvider() but I am not sure. Any help would be appreciated thank you

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  • ActionScript Drag and Drop Display Objects With Mask And Filter?

    - by TheDarkIn1978
    i've created a sprite to drag and drop around the stage. the sprite is masked and has it's mask as it's child so that it too will drag along with the sprite. everything works fine until i add a drop shadow filter to the sprite. when the drop shadow is added, i can only mousedown to drag and mouseup to drop the sprite if the mouse events occur within the original location of the sprite when it was added to the stage. how can i fix this problem? could this be an issue with 10.1? if not what am i doing wrong? var thumbMask:Sprite = new Sprite(); thumbMask.graphics.beginFill(0, 1); thumbMask.graphics.drawRoundRect(0, 0, 100, 75, 25, 25); thumbMask.graphics.endFill(); var thumb:Sprite = new Sprite(); thumb.graphics.beginFill(0x0000FF, 1); thumb.graphics.drawRect(0, 0, 100, 75); thumb.graphics.endFill(); thumb.addEventListener(MouseEvent.MOUSE_DOWN, drag); thumb.addEventListener(MouseEvent.MOUSE_UP, drop); thumb.filters = [new DropShadowFilter(0, 0, 0, 1, 20, 20, 1.0, 3)]; thumb.addChild(thumbMask); thumb.mask = thumbMask; addChild(thumb) function drag(evt:MouseEvent):void { evt.target.startDrag(); trace("drag"); } function drop(evt:MouseEvent):void { evt.target.stopDrag(); trace("drop"); }

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  • How can I use a PathGeometry as a mask for a BitmapSource (or any image data)?

    - by Jedidja
    Assuming I have a BitmapSource (actually I have access to the raw pixels as well if necessary), how can I use a PathGeometry as a mask to cut out certain parts of the image? 01234567890123456789 0 -------------------- 1 | + + | 2 | * | 3 | * ) | 4 | * | 5 | ( | 6 -------------------- Assuming I have a PathGeometry that describes a rectangle that goes from (0, 0) to (8, 3), I would like to be able to get one of the following two images: 01234567890123456789 0 -------------------- 1 | + | 2 | * | 3 | | 4 | | 5 | | 6 -------------------- or 012345678 0 --------- 1 | + | 2 | *| 3 ---------

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  • What does this strange network/subnet mask mean?

    - by dunxd
    I'm configuring a new ASA 5505 for deployment as a VPN endpoint in a remote office. After configuring it and connecting the VPN, I get the following messages: WARNING: Pool (10.6.89.200) overlap with existing pool. ERROR: IP address,mask <10.10.0.0,93.137.70.9> doesn't pair 10.6.89.200 is the address I configured for the ASA. It has the subnet mask 255.255.255.0. The ip address 10.10.0.0 corresponds to one of our subnets, but it certainly wouldn't have a subnet mask of 93.137.70.9. That looks more like a public IP address (and resolves to an ADSL connection somewhere). I am sure if we had such a subnet configured, that it would indeed overlap with 10.6.89.200. There is no reference to 93.137.70.9 in the config of this ASA or our head office ASA. Can anyone shed light on what is going on here? The sudden appearance of a strange subnet mask is a bit alarming.

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  • How to verify if file is according to mask in PHP without reading filename from disk.

    - by php html
    I have a list of file names(I already have the filelist let's say in a text file). I want to process this list in the following way: filenames of type /dirX/subdirX//.ext will be written in a new file all the other filenames will be written in a separate file. Is there any option to verify if a filename corresponds to a mask, without reading the file name from disk?(by filename I mean a simple string). I would like to know if there is such a function that don't require disk access. I know regex could be an workaround but I'd like to have something from php.

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  • Extracting the layer transparency into an editable layer mask in Photoshop

    - by last-child
    Is there any simple way to extract the "baked in" transparency in a layer and turn it into a layer mask in Photoshop? To take a simple example: Let's say that I paint a few strokes with a semi-transparent brush, or paste in a .png-file with an alpha channel. The rgb color values and the alpha value for each pixel are now all contained in the layer-image itself. I would like to be able to edit the alpha values as a layer mask, so that the layer image is solid and contains only the RGB values for each pixel. Is this possible, and in that case how? Thanks. EDIT: To clarify - I'm not really after the transparency values in themselves, but in the separation of rgb values and alpha values. That means that the layer must become a solid, opaque image with a mask.

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  • Light mask map and camera for static lights in XNA Platformer

    - by JiminyCricket
    Using the example for some basic light maps found here : http://blog.josack.com/2011/07/xna-2d-dynamic-lighting.html, I've managed to create a lightmap texture using individual lightmaps and display it over a 2D tiled world as in the Platformer example. I'm using the very basic 2D camera example as found here : http://www.david-amador.com/2009/10/xna-camera-2d-with-zoom-and-rotation/, and the problem is that the lightmap texture scrolls with the player sprite. This looks pretty good and would be excellent for lighting the player sprite as it moves. But, I also want to be able to place static lights (or some initial position for the lights) that do not move with the player or camera. When I turn off the camera or give it a static position, it works as a series of static lights so I believe it's probably caused by the camera transformation matrix following the player around. I'm using RenderTarget2Ds, one for the main game screen after all the backgrounds and tiles are rendered, and one for the "lightmap" which consists of a black background and a bunch of lighting textures which are merged with it using additive blending. For now, I'm doing all of this in PlatformerGame.cs where the camera transformation and position is set and the level.Draw() call is made. I can't figure out how to separate the drawing of the lightmap and the camera following the player. I was thinking it would be better to render the shadows and lighting directly in the drawing of the level itself, but I'm not sure how to do that either because this technique requires RenderTarget2Ds and calling SpriteBatch.Begin()/End().

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  • Encode two integers into colour values and compare them in a HLSL shader

    - by Ben Slinger
    I am writing a 2D point and click adventure game in Monogame, and I'd like to be able to create an image mask for every room which defines which parts of the background a character can walk behind, and at which Y value a character needs to be at for the background to be drawn above the character. I haven't done any shader work before but after doing some reading I thought the following solution should work: Create a mask for the room with different walk behind areas painted in a colour that defines the baseline Y value (Walk Behind Mask) Render all objects to a RenderTarget2D (Base Texture) Render all objects to a different RenderTarget2D, but changing every pixel of each object to a colour that defines its Y value (Position Mask) Pass these two textures plus the image mask into the shader, and for each pixel compare the colour of the image mask to the colour of the Position Mask to the Walk Behind Mask - if the Position Mask pixel is larger (thus lower on the screen and closer to the camera) than the Walk Behind Mask, draw the pixel from the Base Texture, otherwise draw a transparent pixel (allowing the background to show through). I've got it mostly working, but I'm having trouble packing and unpacking the Y values into colours and retrieving them correctly in the shader. Here are some code examples of how I'm doing it so far: (When drawing to the Position Mask RenderTarget2D) Color posColor = new Color(((int)Position.Y >> 16) & 255, ((int)Position.Y >> 8) & 255, (int)Position.Y & 255); So as far as I can tell, this should be taking the first 3 bytes of the position integer and encoding them into a 4 byte colour (ignoring the alpha as the 4th byte). This seems to work fine, as when my character is at Y = 600, the resulting Color from this is: {[Color: R=0, G=2, B=88, A=255, PackedValue=4283957760]}. I then have an area in my Walk Behind Mask that I only want the character to be displayed behind if his Y value is lower than 655, so I've painted it with R=0, G=2, B=143, A=255. Now, I think I have the shader OK as well, here's what I have: sampler BaseTexture : register(s0); sampler MaskTexture : register(s1); sampler PositionTexture : register(s2); float4 mask( float2 coords : TEXCOORD0 ) : COLOR0 { float4 color = tex2D(BaseTexture, coords); float4 maskColor = tex2D(MaskTexture, coords); float4 positionColor = tex2D(PositionTexture, coords); float maskCompare = (maskColor.r * pow(2,24)) + (maskColor.g * pow(2,16)) + (maskColor.b * pow(2,8)); float positionCompare = (positionColor.r * pow(2,24)) + (positionColor.g * pow(2,16)) + (positionColor.b * pow(2,8)); return positionCompare < maskCompare ? float4(0,0,0,0) : color; } technique Technique1 { pass NoEffect { PixelShader = compile ps_3_0 mask(); } } This isn't working, however - currently all characters are displayed behind the walk behind area, regardless of their Y value. I tried printing out some debug info by grabbing the pixel from both the Position Mask and the Walk Under Mask under the current mouse position, and it seems like maybe the colours aren't being rendered to the Position Mask correctly? When calculating the colour in that code above I'm getting R=0, G=2, B=88, A=255, but when I mouseover my character I get R=0, G=0, B=30, A=255. Any ideas what I'm doing wrong? It seems like maybe I'm losing some information when rendering to the RenderTarget2D, but I'm now knowledgeable enough to figure out what's happening. Also, I should probably ask, is this an efficient way to do this? Will there be a performance impact? Edit: Whoops, turns out there was a bug that I'd introduced myself, I was drawing out the Position Mask with the position Color, left over from some early testing I was doing. So this solution is working perfectly, though I'm still interested in whether this is an efficient solution performance wise.

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  • Subnet mask and how to resolve IP range [duplicate]

    - by user2789433
    This question already has an answer here: How does IPv4 Subnetting Work? 5 answers If you click on this link WHO IS query You will see the results from a who is query for a random IP address. On the line "inetnum": "122.4.0.0/14", What does it mean for the prefix to be 14? I am using this as a reference Subnet Mask Cheatsheet While resolving it, I get a very wide range which is something like 122.7.0.0-122.4.0.0 I am not able to understand how the IP range is calculate from the subnet mask and I am only able to find calculators online and not a method to solve it.

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  • Excel IP address and subnet to network and inverse mask [closed]

    - by Steve Dailey
    We need a script, marco or something in excel where we can take list like below interface Vlan100 ip address 192.168.1.3 255.255.255.0 interface Vlan101 ip address 192.168.2.3 255.255.255.128 interface Vlan102 ip address 192.168.2.130 255.255.255.128 interface Vlan103 ip address 192.168.3.3 255.255.255.240 etc... and produce a list like below ospf 1 undo silent-interface Vlan-interface100 undo silent-interface Vlan-interface101 undo silent-interface Vlan-interface102 undo silent-interface Vlan-interface103 area 0.0.0.0 network 192.168.1.0 0.0.0.255 network 192.168.2.0 0.0.0.127 network 192.168.2.128 0.0.0.127 network 192.168.3.0 0.0.0.15 so it will need to take an ip address/subnet mask and convert them to network number/inverse mask. I believe I can handle the Vlan manipulation with a substitution so no need to spend time on that.

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  • 530 5.7.1 Client was not authenticated Exchange 2010 for some computers within mask

    - by user1636309
    We have a classic problem with Client not Authenticated but with a specific twist: We have an Exchange 2010 cluster, let's say EX01 and EX02, the connection is always to smtp.acme.com, then it is switched through load balancer. We have an application server, call it APP01 There are clients connected to the APP01. There is a need for anonymous mail relay from both clients and APP01. The Anonymous Users setting of the Exchange is DISABLED, but the specific computers - APP01 and clients by the mask, let's say, 192.168.2.* - are enabled. For internal relay, a "Send Connector" is created, and then the above IP addresses are added for the connector to allow computers, servers, or any other device such as a copy machine to use the exchange server to relay email to recipients. The problem is that the relay works for APP01 and some clients, but not others (we get "Client not Authenticated") - all inside the same network and the same mask. This is basically what we do to test it outside of our application: http://smtp25.blogspot.sk/2009/04/530-571-client-was-not-authenticated.html So, I am looking for ideas: What can be the reason for such a strange behaviour? Where I can see the trace of what's going on at the Exchange side?

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