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  • How do you delete a pointer without deleting the data the pointer points to?

    - by Faken
    I have a pointer that points to an array and another pointer referencing the same array. How do i delete any one of those pointers without killing the array such that the second undeleted pointer still works? for example: int* pointer1 = new int [1000]; int* pointer2; pointer2 = pointer1; Now i want to get rid of pointer1, how would i do it such that i can continue to access the array normaly through pointer2?

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  • Check if a pointer points to allocated memory on the heap.

    - by Ugo
    Ok, I know this question seems to have been asked many times on stackoverflow. but please read Well the answer for any address is "No you can't" but the question here is to know if a pointer points to a piece of memory allocated with malloc/new. Actually I think it could be easily implemented overriding malloc/free and keeping track of allocated memory ranges. Do you know a memory management library providing this specific tool ?

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  • JavaScript - question regarding data structure

    - by orokusaki
    I'm trying to calculate somebody's bowel health based on a points system. I can edit the data structure, or logic in any way. I'm just trying to write a function and data structure to handle this ability. Pseudo calculator function: // Bowel health calculator var points = 0; If age is from 30 and 34: points += 1 If age is from 35 and 40: points += 2 If daily BMs is from 1 and 3: points -= 1 If daily BMs is from 4 and 6: points -= 2 return points; Pseudo data structure: var points_map = { age: { '30-34': 1, '35-40': 2 }, dbm: { '1-3': -1, '4-6': -2 } }; I have a full spreadsheet of data like this, and I am trying to write a DRY version of code and a DRY version of this data (ie, probably not a string for the '30-34', etc) in order to handle this sort of thing without a humongous number of switch statements.

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  • PHP MYSQL query result "RANKING"

    - by fkessler
    Hi, I need to get a list of users Ranking by points and from my command line (MySQL) is was able to generate the necessary code: SET @rank=0; SELECT rank, iduser, pontos FROM ( SELECT @rank:=@rank+1 AS rank, SUM(points.points) AS pontos, points.iduser, users.name, users.idade FROM points INNER JOIN users ON (points.iduser = users.id) WHERE (users.idade >= %s) AND (users.idade <= %s) GROUP BY points.iduser ORDER BY pontos DESC) AS totals WHERE iduser = %s The problem is that I need this to run on AMFPHP and I´ve tested it in a test PHP file and seems that I can´t use the SET and SELECT in the same "mysql_query". I´ve looked and some used to mysql_query to do this (I´ve tested it and it works), but can I trust this to be effective and error free? Does it work like in MySQL transactions or setting the @rank in a seperated query may cause unexpected results?

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  • db optimization - have a total field or query table?

    - by Dorian Fife
    I have an app where users get points for actions they perform - either 1 point for an easy action or 2 for a difficult one. I wish to display to the user the total number of points he got in my app and the points obtained this week (since Monday at midnight). I have a table that records all actions, along with their time and number of points. I have two alternatives and I'm not sure which is better: Every time the user sees the report perform a query and sum the points the user got Add two fields to each user that records the number of points obtained so far (total and weekly). The weekly points value will be set to 0 every Monday at midnight. The first option is easier, but I'm afraid that as I'll get many users and actions queries will take a long time. The second option bares the risk of inconsistency between the table of actions and the summary values. I'm very interested in what you think is the best alternative here. Thanks, Dorian

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  • Beginner SQL section: avoiding repeated expression

    - by polygenelubricants
    I'm entirely new at SQL, but let's say that on the StackExchange Data Explorer, I just want to list the top 15 users by reputation, and I wrote something like this: SELECT TOP 15 DisplayName, Id, Reputation, Reputation/1000 As RepInK FROM Users WHERE RepInK > 10 ORDER BY Reputation DESC Currently this gives an Error: Invalid column name 'RepInK', which makes sense, I think, because RepInK is not a column in Users. I can easily fix this by saying WHERE Reputation/1000 > 10, essentially repeating the formula. So the questions are: Can I actually use the RepInK "column" in the WHERE clause? Do I perhaps need to create a virtual table/view with this column, and then do a SELECT/WHERE query on it? Can I name an expression, e.g. Reputation/1000, so I only have to repeat the names in a few places instead of the formula? What do you call this? A substitution macro? A function? A stored procedure? Is there an SQL quicksheet, glossary of terms, language specification, anything I can use to quickly pick up the syntax and semantics of the language? I understand that there are different "flavors"?

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  • Site migration and SEO impact

    - by John Smith
    I'd greatly appreciate a response on the following question relating to site migration and SEO impact. Here's some background on how my domain name and site is currently configured: My domain name provider has the following settings: host name @ is an A NAME record and points to IP address x.x.x.x host name www is an A NAME record and points to IP address x.x.x.x sub-domain host name new.example.com is an A NAME record and points to IP address x.x.x.x My hosting provider has the following settings: host record @ is an A NAME record and points to IP address x.x.x.x, folder home/public_html/old host record www is a C NAME record and points to example.com sub-domain host record new.example.com points to home/public_html/new I want to: point the domain (example.com AND www.example.com) to the content hosted under folder home/public_html/new, which is currently the content directory for new.example.com retire the content hosted under folder home/public_html/old retire the sub-domain host record new.example.com I believe the easiest method of doing this, is: removing the sub-domain host record new.example.com; and changing the following line in the .htaccess file in home/public_html from # Change 'subdirectory' to be the directory you will use for your main domain. RewriteCond %{REQUEST_URI} !^/old/ to # Change 'subdirectory' to be the directory you will use for your main domain. RewriteCond %{REQUEST_URI} !^/new/ But I don't understand how this will impact my SERP - ideally, I'd like it to remain the same. Research on this topic resulted in the following Google page, which was no help, and this related StackExchange question, which suggests that this should not affect my SERP (at least, not permanently). But I wanted to make certain with a more specific example, and hopefully contribute to the community at the same time. I'd appreciate any feedback on this. Is there a better/recommended method to migrate sites this way? Is there an SEO impact?

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  • Algorithm to reduce calls to mapping API

    - by aidan
    A random distribution of points lies on a map. This data lies behind an API, and I want to grab the complete set of points within a given bounding box. I can query the API with the bounding box and the API will return the set of points that fall within that box. The problem is that the API will limit the result set to 10 items, with no pagination and no indication if there are more points that have been omitted. So I made a recursive algorithm that takes a bounding box and requests the points that lie within it. If the result set is exactly 10 items, then I split the bounding box into four quadrants and recurse. It works fine but my question is this: if want to minimize the number of API calls, what is the optimal way to split the bounding box? Splitting it into quadrants was just an arbitrary decision. When there are a lot of points on the map, I have to drill down many levels before I start getting meaningful results. So I imagine it might be faster to split the box into, say, 9, 16, or more sections. But if I do that, then I eventually get to a point where a lot of requests are returning 0 results which isn't so efficient. Also, does the size of the limit on the results set affect the answer? (This is all assuming that I have no prior knowledge of nominal point density in the bounding box)

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  • How to paint fully transparent pixels/points in P2D mode?

    - by netzwerg
    According to the Processing Reference, stroke(gray, alpha) allows to set the color and opacity of the stroke. With the default color mode, an alpha value of 255 denotes full opacity, while a value of 0 should correspond to complete transparency. While this works with the (default) JAVA2D renderer, I can't seem to paint fully transparent points in P2D mode. This code clearly renders a pixel at the center of the canvas, even though the alpha value is set to 0 (fully transparent): public class Transparency extends PApplet { @Override public void setup() { size(200, 200, P2D); } @Override public void draw() { stroke(0, 0); point(width / 2, height / 2); } public static void main(String[] args) { PApplet.main(new String[] { Transparency.class.getSimpleName() }); } } What's wrong here?

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  • Convert graph in to data points using Mechanical Turk?

    - by user224303
    I looked around but did not see anyone using Mechanical Turk for this. I've heard of the service, but never used it before. I need to take the following graph and digitize it so I get a list of data points for each line (noting that there are two Y-axes, and thus depends on which line we are talking about). This is pretty time consuming for me, and I saw other posts on StackOverflow about digitizing software doing a poor job at this. Would Mechanical Turk be well suited to my task? Here is the graph for reference: http://www.yourpicturehost.com/dyno_hbspeed.jpg

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  • Given GPS coordinates, how do I find nearby landmarks or points-of-interest?

    - by stackoverflowuser2010
    I just bought a Google Nexus One smartphone, and I want to write a small Android application for fun. Suppose I can get my current GPS coordinates, so then how can I programmatically find nearby landmarks or points-of-interest within some radius? Is there an API to get GPS geo-tagged landmarks, like in Google Earth's database? For example, if I'm in downtown Chicago, my program would point me to all the "tourist" things to visit in that city. Ideally, it would all run on my smartphone, but if necessary, I can have the smartphone query a webserver, which would then run more queries.

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  • checking whether 4 points in a plane define a square ??

    - by osabri
    how to check whether 4 points in the plane define a square? what's the function which given a point and a value of the area of a square as input parameters returns four squares(define a corresponding type) with sides parallel to the x axis and y axis this how i start: #include <stdio.h> #include<math.h> struct point{ float x; float y; } typedef struct point POINT; struct square{ struct point p1; struct point p2; struct point p3; struct point p4; } typedef struct square SQUARE; int main() { int point; printf("point coordinate"); printf("\n\n"); printf("enter data\n");

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  • How do I interpolate between points without going beyond them?

    - by user1774893
    I have data of variable lengths (reaching movements recorded in 2D) and want to create a function that will resample this data to a uniform length (500 samples). However, I want matlab to only resample between the maximum and minimum values given, without adding any additional distance. For instance, if I resample the matrix [1:1:10], the resampled matrix should have a minimum value of 1 and a maximum value of 10. So far I've tried the following: x = [1:1:10]; interp(x, 500 / length(x)); This, however, gives values above my maximum specified value of 10. Is there any way I can get matlab to resample/interpolate solely between two points, without extending beyond them?

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  • Scala loop returns as Unit and compiler points to "for" syntax?

    - by DeLongey
    Seems like Unit is the theme of my troubles today. I'm porting a JSON deserializer that uses Gson and when it comes to this for loop: def deserialize(json:JsonElement, typeOfT:Type, context:JsonDeserializationContext) = { var eventData = new EventData(null, null) var jsonObject = json.getAsJsonObject for(entry <- jsonObject.entrySet()) { var key = entry.getKey() var element = entry.getValue() element if("previous_attributes".equals(key)) { var previousAttributes = new scala.collection.mutable.HashMap[String, Object]() populateMapFromJSONObject(previousAttributes, element.getAsJsonObject()) eventData.setPreviousAttributes(previousAttributes) eventData } else if ("object".equals(key)) { val `type` = element.getAsJsonObject().get("object").getAsString() var cl = objectMap.get(`type`).asInstanceOf[StripeObject] var `object` = abstractObject.retrieve(cl, key) eventData.setObject(`object`) eventData } } } The compiler spits out the error type mismatch; found : Unit required: com.stripe.EventData and it points to this line here: for(entry <- jsonObject.entrySet()) Questions Confirm that it is indeed the Gson method entrySet() appearing as unit? If not, what part of the code is creating the issue? I've set return types/values for eventData class methods Is there a workaround for the Gson Unit issue? Thanks!

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  • How can I draw the control points of a Bézier Path in Java?

    - by Sanoj
    I have created a Path of Bézier curves and it works fine to draw the path. But I don't know How I can draw the Control Points together with the Path. Is that possible or do I have to keep track of them in another datastructure? I am creating the path with: Path2D.Double path = new Path2D.Double(); path.moveTo(0,0); path.curveTo(5, 6, 23, 12, 45, 54); path.curveTo(34, 23, 12, 34, 2, 3); And drawing it with: g2.draw(path);

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  • Given the lat/lon of 2 close points on earth (<10m), How do I calculate the distance in metres?

    - by Rory
    I have the lat/lon of 2 points on the earth. They are really close together, <10m. Let's assume the earth is flat. How do I calculate the distance between them in metres? I know about tools (PostGIS, etc.) that can do this correctly, however I'm just doing a rough and ready type, and I'm OK with low accuracy. At such small sizes a difference of 1% is only 10cm, which is fine for me. I'm doing this in stock python. I'm OK with a standard Euclidean distance thing.

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  • Basic drawing with Quartz 2D on iPhone

    - by wwrob
    My goal is to make a program that will draw points whenever the screen is touched. This is what I have so far: The header file: #import <UIKit/UIKit.h> @interface ElSimView : UIView { CGPoint firstTouch; CGPoint lastTouch; UIColor *pointColor; CGRect *points; int npoints; } @property CGPoint firstTouch; @property CGPoint lastTouch; @property (nonatomic, retain) UIColor *pointColor; @property CGRect *points; @property int npoints; @end The implementation file: //@synths etc. - (id)initWithFrame:(CGRect)frame { return self; } - (id)initWithCoder:(NSCoder *)coder { if(self = [super initWithCoder:coder]) { self.npoints = 0; } return self; } - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [touches anyObject]; firstTouch = [touch locationInView:self]; lastTouch = [touch locationInView:self]; } - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [touches anyObject]; lastTouch = [touch locationInView:self]; points = (CGRect *)malloc(sizeof(CGRect) * ++npoints); points[npoints-1] = CGRectMake(lastTouch.x-15, lastTouch.y-15,30,30); [self setNeedsDisplay]; } - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [touches anyObject]; lastTouch = [touch locationInView:self]; [self setNeedsDisplay]; } - (void)drawRect:(CGRect)rect { CGContextRef context = UIGraphicsGetCurrentContext(); CGContextSetLineWidth(context, 2.0); CGContextSetStrokeColorWithColor(context, [UIColor blackColor].CGColor); CGContextSetFillColorWithColor(context, pointColor.CGColor); for(int i=0; i<npoints; i++) CGContextAddEllipseInRect(context, points[i]); CGContextDrawPath(context, kCGPathFillStroke); } - (void)dealloc { free(points); [super dealloc]; } @end When I load this and click some points, it draws the first points normally, then then next points are drawn along with random ellipses (not even circles). Also I have another question: When is exactly drawRect executed?

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  • Authlogic's current_user object in models

    - by jriff
    Hi all! I need to know the ID of the current user in a model: def after_save desc, points=nil, nil if answer_index == daily_question.correct_answer_index desc = I18n.t('daily_question.point_log.description.correct') points=daily_question.points else desc = I18n.t('daily_question.point_log.description.incorrect') end current_user.give_points(:description => desc, :points => points ) end But I guess that is not how it is done? Regards, Jacob

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  • Finding unique maximum values in a list using python

    - by mikip
    Hi I have a list of points as shown below points=[ [x0,y0,v0], [x1,y1,v1], [x2,y2,v2].......... [xn,yn,vn]] Some of the points have duplicate x,y values. What I want to do is to extract the unique maximum value x,y points For example, if I have points [1,2,5] [1,1,3] [1,2,7] [1,7,3] I would like to obtain the list [1,1,3] [1,2,7] [1,7,3] How can I do this in python Thanks

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  • Camera for 2.5D Game

    - by me--
    I'm hoping someone can explain this to me like I'm 5, because I've been struggling with this for hours and simply cannot understand what I'm doing wrong. I've written a Camera class for my 2.5D game. The intention is to support world and screen spaces like this: The camera is the black thing on the right. The +Z axis is upwards in that image, with -Z heading downwards. As you can see, both world space and screen space have (0, 0) at their top-left. I started writing some unit tests to prove that my camera was working as expected, and that's where things started getting...strange. My tests plot coordinates in world, view, and screen spaces. Eventually I will use image comparison to assert that they are correct, but for now my test just displays the result. The render logic uses Camera.ViewMatrix to transform world space to view space, and Camera.WorldPointToScreen to transform world space to screen space. Here is an example test: [Fact] public void foo() { var camera = new Camera(new Viewport(0, 0, 250, 100)); DrawingVisual worldRender; DrawingVisual viewRender; DrawingVisual screenRender; this.Render(camera, out worldRender, out viewRender, out screenRender, new Vector3(30, 0, 0), new Vector3(30, 40, 0)); this.ShowRenders(camera, worldRender, viewRender, screenRender); } And here's what pops up when I run this test: World space looks OK, although I suspect the z axis is going into the screen instead of towards the viewer. View space has me completely baffled. I was expecting the camera to be sitting above (0, 0) and looking towards the center of the scene. Instead, the z axis seems to be the wrong way around, and the camera is positioned in the opposite corner to what I expect! I suspect screen space will be another thing altogether, but can anyone explain what I'm doing wrong in my Camera class? UPDATE I made some progress in terms of getting things to look visually as I expect, but only through intuition: not an actual understanding of what I'm doing. Any enlightenment would be greatly appreciated. I realized that my view space was flipped both vertically and horizontally compared to what I expected, so I changed my view matrix to scale accordingly: this.viewMatrix = Matrix.CreateLookAt(this.location, this.target, this.up) * Matrix.CreateScale(this.zoom, this.zoom, 1) * Matrix.CreateScale(-1, -1, 1); I could combine the two CreateScale calls, but have left them separate for clarity. Again, I have no idea why this is necessary, but it fixed my view space: But now my screen space needs to be flipped vertically, so I modified my projection matrix accordingly: this.projectionMatrix = Matrix.CreatePerspectiveFieldOfView(0.7853982f, viewport.AspectRatio, 1, 2) * Matrix.CreateScale(1, -1, 1); And this results in what I was expecting from my first attempt: I have also just tried using Camera to render sprites via a SpriteBatch to make sure everything works there too, and it does. But the question remains: why do I need to do all this flipping of axes to get the space coordinates the way I expect? UPDATE 2 I've since improved my rendering logic in my test suite so that it supports geometries and so that lines get lighter the further away they are from the camera. I wanted to do this to avoid optical illusions and to further prove to myself that I'm looking at what I think I am. Here is an example: In this case, I have 3 geometries: a cube, a sphere, and a polyline on the top face of the cube. Notice how the darkening and lightening of the lines correctly identifies those portions of the geometries closer to the camera. If I remove the negative scaling I had to put in, I see: So you can see I'm still in the same boat - I still need those vertical and horizontal flips in my matrices to get things to appear correctly. In the interests of giving people a repro to play with, here is the complete code needed to generate the above. If you want to run via the test harness, just install the xunit package: Camera.cs: using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System.Diagnostics; public sealed class Camera { private readonly Viewport viewport; private readonly Matrix projectionMatrix; private Matrix? viewMatrix; private Vector3 location; private Vector3 target; private Vector3 up; private float zoom; public Camera(Viewport viewport) { this.viewport = viewport; // for an explanation of the negative scaling, see: http://gamedev.stackexchange.com/questions/63409/ this.projectionMatrix = Matrix.CreatePerspectiveFieldOfView(0.7853982f, viewport.AspectRatio, 1, 2) * Matrix.CreateScale(1, -1, 1); // defaults this.location = new Vector3(this.viewport.Width / 2, this.viewport.Height, 100); this.target = new Vector3(this.viewport.Width / 2, this.viewport.Height / 2, 0); this.up = new Vector3(0, 0, 1); this.zoom = 1; } public Viewport Viewport { get { return this.viewport; } } public Vector3 Location { get { return this.location; } set { this.location = value; this.viewMatrix = null; } } public Vector3 Target { get { return this.target; } set { this.target = value; this.viewMatrix = null; } } public Vector3 Up { get { return this.up; } set { this.up = value; this.viewMatrix = null; } } public float Zoom { get { return this.zoom; } set { this.zoom = value; this.viewMatrix = null; } } public Matrix ProjectionMatrix { get { return this.projectionMatrix; } } public Matrix ViewMatrix { get { if (this.viewMatrix == null) { // for an explanation of the negative scaling, see: http://gamedev.stackexchange.com/questions/63409/ this.viewMatrix = Matrix.CreateLookAt(this.location, this.target, this.up) * Matrix.CreateScale(this.zoom) * Matrix.CreateScale(-1, -1, 1); } return this.viewMatrix.Value; } } public Vector2 WorldPointToScreen(Vector3 point) { var result = viewport.Project(point, this.ProjectionMatrix, this.ViewMatrix, Matrix.Identity); return new Vector2(result.X, result.Y); } public void WorldPointsToScreen(Vector3[] points, Vector2[] destination) { Debug.Assert(points != null); Debug.Assert(destination != null); Debug.Assert(points.Length == destination.Length); for (var i = 0; i < points.Length; ++i) { destination[i] = this.WorldPointToScreen(points[i]); } } } CameraFixture.cs: using Microsoft.Xna.Framework.Graphics; using System; using System.Collections.Generic; using System.Linq; using System.Windows; using System.Windows.Controls; using System.Windows.Media; using Xunit; using XNA = Microsoft.Xna.Framework; public sealed class CameraFixture { [Fact] public void foo() { var camera = new Camera(new Viewport(0, 0, 250, 100)); DrawingVisual worldRender; DrawingVisual viewRender; DrawingVisual screenRender; this.Render( camera, out worldRender, out viewRender, out screenRender, new Sphere(30, 15) { WorldMatrix = XNA.Matrix.CreateTranslation(155, 50, 0) }, new Cube(30) { WorldMatrix = XNA.Matrix.CreateTranslation(75, 60, 15) }, new PolyLine(new XNA.Vector3(0, 0, 0), new XNA.Vector3(10, 10, 0), new XNA.Vector3(20, 0, 0), new XNA.Vector3(0, 0, 0)) { WorldMatrix = XNA.Matrix.CreateTranslation(65, 55, 30) }); this.ShowRenders(worldRender, viewRender, screenRender); } #region Supporting Fields private static readonly Pen xAxisPen = new Pen(Brushes.Red, 2); private static readonly Pen yAxisPen = new Pen(Brushes.Green, 2); private static readonly Pen zAxisPen = new Pen(Brushes.Blue, 2); private static readonly Pen viewportPen = new Pen(Brushes.Gray, 1); private static readonly Pen nonScreenSpacePen = new Pen(Brushes.Black, 0.5); private static readonly Color geometryBaseColor = Colors.Black; #endregion #region Supporting Methods private void Render(Camera camera, out DrawingVisual worldRender, out DrawingVisual viewRender, out DrawingVisual screenRender, params Geometry[] geometries) { var worldDrawingVisual = new DrawingVisual(); var viewDrawingVisual = new DrawingVisual(); var screenDrawingVisual = new DrawingVisual(); const int axisLength = 15; using (var worldDrawingContext = worldDrawingVisual.RenderOpen()) using (var viewDrawingContext = viewDrawingVisual.RenderOpen()) using (var screenDrawingContext = screenDrawingVisual.RenderOpen()) { // draw lines around the camera's viewport var viewportBounds = camera.Viewport.Bounds; var viewportLines = new Tuple<int, int, int, int>[] { Tuple.Create(viewportBounds.Left, viewportBounds.Bottom, viewportBounds.Left, viewportBounds.Top), Tuple.Create(viewportBounds.Left, viewportBounds.Top, viewportBounds.Right, viewportBounds.Top), Tuple.Create(viewportBounds.Right, viewportBounds.Top, viewportBounds.Right, viewportBounds.Bottom), Tuple.Create(viewportBounds.Right, viewportBounds.Bottom, viewportBounds.Left, viewportBounds.Bottom) }; foreach (var viewportLine in viewportLines) { var viewStart = XNA.Vector3.Transform(new XNA.Vector3(viewportLine.Item1, viewportLine.Item2, 0), camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(new XNA.Vector3(viewportLine.Item3, viewportLine.Item4, 0), camera.ViewMatrix); var screenStart = camera.WorldPointToScreen(new XNA.Vector3(viewportLine.Item1, viewportLine.Item2, 0)); var screenEnd = camera.WorldPointToScreen(new XNA.Vector3(viewportLine.Item3, viewportLine.Item4, 0)); worldDrawingContext.DrawLine(viewportPen, new Point(viewportLine.Item1, viewportLine.Item2), new Point(viewportLine.Item3, viewportLine.Item4)); viewDrawingContext.DrawLine(viewportPen, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); screenDrawingContext.DrawLine(viewportPen, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } // draw axes var axisLines = new Tuple<int, int, int, int, int, int, Pen>[] { Tuple.Create(0, 0, 0, axisLength, 0, 0, xAxisPen), Tuple.Create(0, 0, 0, 0, axisLength, 0, yAxisPen), Tuple.Create(0, 0, 0, 0, 0, axisLength, zAxisPen) }; foreach (var axisLine in axisLines) { var viewStart = XNA.Vector3.Transform(new XNA.Vector3(axisLine.Item1, axisLine.Item2, axisLine.Item3), camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(new XNA.Vector3(axisLine.Item4, axisLine.Item5, axisLine.Item6), camera.ViewMatrix); var screenStart = camera.WorldPointToScreen(new XNA.Vector3(axisLine.Item1, axisLine.Item2, axisLine.Item3)); var screenEnd = camera.WorldPointToScreen(new XNA.Vector3(axisLine.Item4, axisLine.Item5, axisLine.Item6)); worldDrawingContext.DrawLine(axisLine.Item7, new Point(axisLine.Item1, axisLine.Item2), new Point(axisLine.Item4, axisLine.Item5)); viewDrawingContext.DrawLine(axisLine.Item7, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); screenDrawingContext.DrawLine(axisLine.Item7, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } // for all points in all geometries to be rendered, find the closest and furthest away from the camera so we can lighten lines that are further away var distancesToAllGeometrySections = from geometry in geometries let geometryViewMatrix = geometry.WorldMatrix * camera.ViewMatrix from section in geometry.Sections from point in new XNA.Vector3[] { section.Item1, section.Item2 } let viewPoint = XNA.Vector3.Transform(point, geometryViewMatrix) select viewPoint.Length(); var furthestDistance = distancesToAllGeometrySections.Max(); var closestDistance = distancesToAllGeometrySections.Min(); var deltaDistance = Math.Max(0.000001f, furthestDistance - closestDistance); // draw each geometry for (var i = 0; i < geometries.Length; ++i) { var geometry = geometries[i]; // there's probably a more correct name for this, but basically this gets the geometry relative to the camera so we can check how far away each point is from the camera var geometryViewMatrix = geometry.WorldMatrix * camera.ViewMatrix; // we order roughly by those sections furthest from the camera to those closest, so that the closer ones "overwrite" the ones further away var orderedSections = from section in geometry.Sections let startPointRelativeToCamera = XNA.Vector3.Transform(section.Item1, geometryViewMatrix) let endPointRelativeToCamera = XNA.Vector3.Transform(section.Item2, geometryViewMatrix) let startPointDistance = startPointRelativeToCamera.Length() let endPointDistance = endPointRelativeToCamera.Length() orderby (startPointDistance + endPointDistance) descending select new { Section = section, DistanceToStart = startPointDistance, DistanceToEnd = endPointDistance }; foreach (var orderedSection in orderedSections) { var start = XNA.Vector3.Transform(orderedSection.Section.Item1, geometry.WorldMatrix); var end = XNA.Vector3.Transform(orderedSection.Section.Item2, geometry.WorldMatrix); var viewStart = XNA.Vector3.Transform(start, camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(end, camera.ViewMatrix); worldDrawingContext.DrawLine(nonScreenSpacePen, new Point(start.X, start.Y), new Point(end.X, end.Y)); viewDrawingContext.DrawLine(nonScreenSpacePen, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); // screen rendering is more complicated purely because I wanted geometry to fade the further away it is from the camera // otherwise, it's very hard to tell whether the rendering is actually correct or not var startDistanceRatio = (orderedSection.DistanceToStart - closestDistance) / deltaDistance; var endDistanceRatio = (orderedSection.DistanceToEnd - closestDistance) / deltaDistance; // lerp towards white based on distance from camera, but only to a maximum of 90% var startColor = Lerp(geometryBaseColor, Colors.White, startDistanceRatio * 0.9f); var endColor = Lerp(geometryBaseColor, Colors.White, endDistanceRatio * 0.9f); var screenStart = camera.WorldPointToScreen(start); var screenEnd = camera.WorldPointToScreen(end); var brush = new LinearGradientBrush { StartPoint = new Point(screenStart.X, screenStart.Y), EndPoint = new Point(screenEnd.X, screenEnd.Y), MappingMode = BrushMappingMode.Absolute }; brush.GradientStops.Add(new GradientStop(startColor, 0)); brush.GradientStops.Add(new GradientStop(endColor, 1)); var pen = new Pen(brush, 1); brush.Freeze(); pen.Freeze(); screenDrawingContext.DrawLine(pen, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } } } worldRender = worldDrawingVisual; viewRender = viewDrawingVisual; screenRender = screenDrawingVisual; } private static float Lerp(float start, float end, float amount) { var difference = end - start; var adjusted = difference * amount; return start + adjusted; } private static Color Lerp(Color color, Color to, float amount) { var sr = color.R; var sg = color.G; var sb = color.B; var er = to.R; var eg = to.G; var eb = to.B; var r = (byte)Lerp(sr, er, amount); var g = (byte)Lerp(sg, eg, amount); var b = (byte)Lerp(sb, eb, amount); return Color.FromArgb(255, r, g, b); } private void ShowRenders(DrawingVisual worldRender, DrawingVisual viewRender, DrawingVisual screenRender) { var itemsControl = new ItemsControl(); itemsControl.Items.Add(new HeaderedContentControl { Header = "World", Content = new DrawingVisualHost(worldRender)}); itemsControl.Items.Add(new HeaderedContentControl { Header = "View", Content = new DrawingVisualHost(viewRender) }); itemsControl.Items.Add(new HeaderedContentControl { Header = "Screen", Content = new DrawingVisualHost(screenRender) }); var window = new Window { Title = "Renders", Content = itemsControl, ShowInTaskbar = true, SizeToContent = SizeToContent.WidthAndHeight }; window.ShowDialog(); } #endregion #region Supporting Types // stupidly simple 3D geometry class, consisting of a series of sections that will be connected by lines private abstract class Geometry { public abstract IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get; } public XNA.Matrix WorldMatrix { get; set; } } private sealed class Line : Geometry { private readonly XNA.Vector3 magnitude; public Line(XNA.Vector3 magnitude) { this.magnitude = magnitude; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { yield return Tuple.Create(XNA.Vector3.Zero, this.magnitude); } } } private sealed class PolyLine : Geometry { private readonly XNA.Vector3[] points; public PolyLine(params XNA.Vector3[] points) { this.points = points; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { if (this.points.Length < 2) { yield break; } var end = this.points[0]; for (var i = 1; i < this.points.Length; ++i) { var start = end; end = this.points[i]; yield return Tuple.Create(start, end); } } } } private sealed class Cube : Geometry { private readonly float size; public Cube(float size) { this.size = size; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { var halfSize = this.size / 2; var frontBottomLeft = new XNA.Vector3(-halfSize, halfSize, -halfSize); var frontBottomRight = new XNA.Vector3(halfSize, halfSize, -halfSize); var frontTopLeft = new XNA.Vector3(-halfSize, halfSize, halfSize); var frontTopRight = new XNA.Vector3(halfSize, halfSize, halfSize); var backBottomLeft = new XNA.Vector3(-halfSize, -halfSize, -halfSize); var backBottomRight = new XNA.Vector3(halfSize, -halfSize, -halfSize); var backTopLeft = new XNA.Vector3(-halfSize, -halfSize, halfSize); var backTopRight = new XNA.Vector3(halfSize, -halfSize, halfSize); // front face yield return Tuple.Create(frontBottomLeft, frontBottomRight); yield return Tuple.Create(frontBottomLeft, frontTopLeft); yield return Tuple.Create(frontTopLeft, frontTopRight); yield return Tuple.Create(frontTopRight, frontBottomRight); // left face yield return Tuple.Create(frontTopLeft, backTopLeft); yield return Tuple.Create(backTopLeft, backBottomLeft); yield return Tuple.Create(backBottomLeft, frontBottomLeft); // right face yield return Tuple.Create(frontTopRight, backTopRight); yield return Tuple.Create(backTopRight, backBottomRight); yield return Tuple.Create(backBottomRight, frontBottomRight); // back face yield return Tuple.Create(backBottomLeft, backBottomRight); yield return Tuple.Create(backTopLeft, backTopRight); } } } private sealed class Sphere : Geometry { private readonly float radius; private readonly int subsections; public Sphere(float radius, int subsections) { this.radius = radius; this.subsections = subsections; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { var latitudeLines = this.subsections; var longitudeLines = this.subsections; // see http://stackoverflow.com/a/4082020/5380 var results = from latitudeLine in Enumerable.Range(0, latitudeLines) from longitudeLine in Enumerable.Range(0, longitudeLines) let latitudeRatio = latitudeLine / (float)latitudeLines let longitudeRatio = longitudeLine / (float)longitudeLines let nextLatitudeRatio = (latitudeLine + 1) / (float)latitudeLines let nextLongitudeRatio = (longitudeLine + 1) / (float)longitudeLines let z1 = Math.Cos(Math.PI * latitudeRatio) let z2 = Math.Cos(Math.PI * nextLatitudeRatio) let x1 = Math.Sin(Math.PI * latitudeRatio) * Math.Cos(Math.PI * 2 * longitudeRatio) let y1 = Math.Sin(Math.PI * latitudeRatio) * Math.Sin(Math.PI * 2 * longitudeRatio) let x2 = Math.Sin(Math.PI * nextLatitudeRatio) * Math.Cos(Math.PI * 2 * longitudeRatio) let y2 = Math.Sin(Math.PI * nextLatitudeRatio) * Math.Sin(Math.PI * 2 * longitudeRatio) let x3 = Math.Sin(Math.PI * latitudeRatio) * Math.Cos(Math.PI * 2 * nextLongitudeRatio) let y3 = Math.Sin(Math.PI * latitudeRatio) * Math.Sin(Math.PI * 2 * nextLongitudeRatio) let start = new XNA.Vector3((float)x1 * radius, (float)y1 * radius, (float)z1 * radius) let firstEnd = new XNA.Vector3((float)x2 * radius, (float)y2 * radius, (float)z2 * radius) let secondEnd = new XNA.Vector3((float)x3 * radius, (float)y3 * radius, (float)z1 * radius) select new { First = Tuple.Create(start, firstEnd), Second = Tuple.Create(start, secondEnd) }; foreach (var result in results) { yield return result.First; yield return result.Second; } } } } #endregion }

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  • Robust line of sight test on the inside of a polygon with tolerance

    - by David Gouveia
    Foreword This is a followup to this question and the main problem I'm trying to solve. My current solution is an hack which involves inflating the polygon, and doing most calculations on the inflated polygon instead. My goal is to remove this step completely, and correctly solve the problem with calculations only. Problem Given a concave polygon and treating all of its edges as if they were walls in a level, determine whether two points A and B are in line of sight of each other, while accounting for some degree of floating point errors. I'm currently basing my solution on a series of line-segment interection tests. In other words: If any of the end points are outside the polygon, they are not in line of sight. If both end points are inside the polygon, and the line segment from A to B crosses any of the edges from the polygon, then they are not in line of sight. If both end points are inside the polygon, and the line segment from A to B does not cross any of the edges from the polygon, then they are in line of sight. But the problem is dealing correctly with all the edge cases. In particular, it must be able to deal with all the situations depicted below, where red lines are examples that should be rejected, and green lines are examples that should be accepted. I probably missed a few other situations, such as when the line segment from A to B is colinear with an edge, but one of the end points is outside the polygon. One point of particular interest is the difference between 1 and 9. In both cases, both end points are vertices of the polygon, and there are no edges being intersected, but 1 should be rejected while 9 should be accepted. How to distinguish these two? I could check some middle point within the segment to see if it falls inside or not, but it's easy to come up with situations in which it would fail. Point 7 was also pretty tricky and I had to to treat it as a special case, which checks if two points are adjacent vertices of the polygon directly. But there are also other chances of line segments being col linear with the edges of the polygon, and I'm still not entirely sure how I should handle those cases. Is there any well known solution to this problem?

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  • Multi-threaded JOGL Problem

    - by moeabdol
    I'm writing a simple OpenGL application in Java that implements the Monte Carlo method for estimating the value of PI. The method is pretty easy. Simply, you draw a circle inside a unit square and then plot random points over the scene. Now, for each point that is inside the circle you increment the counter for in points. After determining for all the random points wither they are inside the circle or not you divide the number of in points over the total number of points you have plotted all multiplied by 4 to get an estimation of PI. It goes something like this PI = (inPoints / totalPoints) * 4. This is because mathematically the ratio of a circle's area to a square's area is PI/4, so when we multiply it by 4 we get PI. My problem doesn't lie in the algorithm itself; however, I'm having problems trying to plot the points as they are being generated instead of just plotting everything at once when the program finishes executing. I want to give the application a sense of real-time display where the user would see the points as they are being plotted. I'm a beginner at OpenGL and I'm pretty sure there is a multi-threading feature built into it. Non the less, I tried to manually create my own thread. Each worker thread plots one point at a time. Following is the psudo-code: /* this part of the code exists in display() method in MyCanvas.java which extends GLCanvas and implements GLEventListener */ // main loop for(int i = 0; i < number_of_points; i++){ RandomGenerator random = new RandomGenerator(); float x = random.nextFloat(); float y = random.nextFloat(); Thread pointThread = new Thread(new PointThread(x, y)); } gl.glFlush(); /* this part of the code exists in run() method in PointThread.java which implements Runnable */ void run(){ try{ gl.glPushMatrix(); gl.glBegin(GL2.GL_POINTS); if(pointIsIn) gl.glColor3f(1.0f, 0.0f, 0.0f); // red point else gl.glColor3f(0.0f, 0.0f, 1.0f); // blue point gl.glVertex3f(x, y, 0.0f); // coordinates gl.glEnd(); gl.glPopMatrix(); }catch(Exception e){ } } I'm not sure if my approach to solving this issue is correct. I hope you guys can help me out. Thanks.

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  • Ubuntu - Ruby Daemon script creates two processes - sh and ruby - PID file points at sh, not ruby

    - by Jonathan Scoles
    The PID file for a ruby process I have running as a daemon is getting the wrong PID. It appears that running /etc/init.d/sinatra start creates two processes - sh and ruby, and the PID that ends up in the PID file is that of the sh process. This means that when I then run /etc/init.d/sinatra stop or /etc/init.d/sinatra restart, it is killing sh and leaving the ruby process still running. I'd like to know a) why is my script launching two processes - sh and ruby, and not just ruby, and b) how do I fix it to just launch ruby? Details of the setup: I have a small Sinatra server set up on an ubuntu server, running as a daemon. It is set to automatically at server startup run a script named sinatra in /etc/init.d that launches the a control script control.rb, which then runs a ruby daemon command to start the server. The script is run under the 'sinatrauser' account, which has permissions for the directories the script needs. contents of /etc/init.d/sinatra #!/bin/bash # sinatra Startup script for Sinatra server. sudo -u sinatrauser ruby /var/www/sinatra/control.rb $1 RETVAL=$? exit $RETVAL To install this script, I simply copied it to /etc/init.d/ and ran sudo update-rc.d sinatra defaults contents of /var/www/sinatra/control.rb require 'rubygems' require 'daemons' pwd = Dir.pwd Daemons.run_proc('sinatraserver.rb', {:dir_mode => :normal, :dir => "/opt/pids/sinatra"}) do Dir.chdir(pwd) exec 'ruby /var/www/sinatra/sintraserver.rb >> /var/log/sinatra/sinatraOutput.log 2>&1' end portion of output from ps -A 6967 ? 00:00:00 apache2 10181 ? 00:00:00 sh <--- PID file gets this PID 10182 ? 00:00:02 ruby <--- Actual ruby process running Sinatra 12172 ? 00:00:00 sshd The PID file gets created in /opt/pids/sinatra/sinatraserver.rb.pid, and always contains the PID of the sh instance, which is always one less than the PID of the ruby process EDIT: I tried micke's solution, but it had no effect on the behavior I am seeing. This is the output from ps -A f. This output looks the same whether I use sudo -u sinatrauser ... or su sinatrauser -c ... in the service start script in /etc/init.d. 1146 ? S 0:00 sh -c ruby /var/www/sinatra/sinatraserver.rb >> /var/log/sinatra/sinatraOutput.log 2>&1 1147 ? S 0:00 \_ ruby /var/www/sinatra/sinatraserver.rb

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  • How to copy all recovery points to another drive? - Norton Ghost

    - by chobo2
    Hi I have Norton Ghost and I have 2 drives dedicated to backing up my files. One is an external drive the other is internal. Now my internal drive has filled up with backups and I now want to copy all those backups to my external drive. However it seems to want me to do it one by one. Can I do it like a batch or some mass copy so it does one after another so I can say have my computer all night on? My plan was to fill up my internal drive - copy it to my external drive - fill up my external drive - copy it to my external drive. Once my external drive would be filled up I then would start deleting the oldest backups but that probably would give me like 6 months of backs that I can back through if I would ever need too.

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