Search Results

Search found 6346 results on 254 pages for 'turn a'.

Page 201/254 | < Previous Page | 197 198 199 200 201 202 203 204 205 206 207 208  | Next Page >

  • C++ errors not shown in Visual Studio C# project

    - by Diana
    I have in Visual Studio 2008 a .NET 3.5 C# project that uses a dll compiled from a C# project (let's call it dll A). Dll A is using on his turn some C++ libraries. The problem is that when I encounter an error while calling objects from dll A, the application just closes, without showing any error. But I need to know what's the problem, I cannot just guess and go blind all along the project with this... I checked Window's event log, could not find anything. I checked the settings of throwing errors in Visual Studio, in menu Debug - Exceptions, all of them are checked (including C++ exceptions), so, any errors should be thrown. My code looks something like this: tessnet2.Tesseract tessocr = new tessnet2.Tesseract(); tessocr.Init(@"s:\temp\tessdata", "eng", false); tessocr.GetThresholdedImage(bmp, Rectangle.Empty).Save("s:\\temp\\" + Guid.NewGuid().ToString() + ".bmp"); List<tessnet2.Word> words = ocr.DoOCR(bmp, "eng"); //App exits at this line If I put in my code something like int x = Convert.ToInt32("test"); this should throw an error. And it throws, and Visual Studio shows it. Does anyone having any idea why the errors are not being shown? Or where else could be registered? Any help is very appreciated! Thanks!

    Read the article

  • Calculating Nearest Match to Mean/Stddev Pair With LibSVM

    - by Chris S
    I'm new to SVMs, and I'm trying to use the Python interface to libsvm to classify a sample containing a mean and stddev. However, I'm getting nonsensical results. Is this task inappropriate for SVMs or is there an error in my use of libsvm? Below is the simple Python script I'm using to test: #!/usr/bin/env python # Simple classifier test. # Adapted from the svm_test.py file included in the standard libsvm distribution. from collections import defaultdict from svm import * # Define our sparse data formatted training and testing sets. labels = [1,2,3,4] train = [ # key: 0=mean, 1=stddev {0:2.5,1:3.5}, {0:5,1:1.2}, {0:7,1:3.3}, {0:10.3,1:0.3}, ] problem = svm_problem(labels, train) test = [ ({0:3, 1:3.11},1), ({0:7.3,1:3.1},3), ({0:7,1:3.3},3), ({0:9.8,1:0.5},4), ] # Test classifiers. kernels = [LINEAR, POLY, RBF] kname = ['linear','polynomial','rbf'] correct = defaultdict(int) for kn,kt in zip(kname,kernels): print kt param = svm_parameter(kernel_type = kt, C=10, probability = 1) model = svm_model(problem, param) for test_sample,correct_label in test: pred_label, pred_probability = model.predict_probability(test_sample) correct[kn] += pred_label == correct_label # Show results. print '-'*80 print 'Accuracy:' for kn,correct_count in correct.iteritems(): print '\t',kn, '%.6f (%i of %i)' % (correct_count/float(len(test)), correct_count, len(test)) The domain seems fairly simple. I'd expect that if it's trained to know a mean of 2.5 means label 1, then when it sees a mean of 2.4, it should return label 1 as the most likely classification. However, each kernel has an accuracy of 0%. Why is this? On a side note, is there a way to hide all the verbose training output dumped by libsvm in the terminal? I've searched libsvm's docs and code, but I can't find any way to turn this off.

    Read the article

  • Front End Developer v/s PHP-MySQL Engineer

    - by user301943
    Hello, I want to decide which of this would be a more viable career option? I am ready to quit my current job and hence I am looking for new opportunity. Current job is maintainence and no more active development. My current role is of a PHP/MySQL Developer. I very well understand web-programming and am comfortable with RoR/Sinatra/Zend MVC/JQuery/JSON manipulation, etc. I understand MySQL InnoDB/MyISAM engine and how one differs from the other, etc. Basically, I could very well manage the deployment of a web-application end-to-end including configuration of Apache/Nginx servers, memcache,etc On the other hand, I am being offered a Sr.Front End Web developer that would require me to extensively write HTML/CSS crossbrowser/crossplatform compliant code. I very well understand XHTML/CSS/Box model etc. I would be working on Drupal for the management of websites. While I understand continuing to work on server-side technologies would always be a good career path, how would the role of Core front-end developer turn out to be? If I take this opportunity, will I eventually get a chance to focus onto UCD, HCI, Information Architect,etc. So are these kinda roles possible if I focus on front end development? No offenses to the Front end developers, just want to understand if this is something I want to gain a mastery over. I have 2 yrs of industry experience after graduating with a MS-Computer Science. Although, I have a CS degree, if I were to take uip serious front-end role; I could probably go back and take up some design/HCI/UI courses. Please advise.

    Read the article

  • Toggle Android emulator network traffic from emulator invocation

    - by highphi
    I'm working on scripts to manage large amounts of Android emulators and I need to disable all network traffic on some of them. Because I'm doing all of this on a headless server, I cannot use the F8 hotkey described on the emulater documentation. I'm currently routing the TCP traffic through a null proxy with by using emulator-arm ... -http-proxy 0.0.0.0:0 and this blocks the traffic that I want it to. I thought this was working well until I noticed some strange error messages while running my scripts. The console started outputting accept too many open files and checking the open files with lsof reveals numerous messages stating "can't identify protocol" ... emulator- 19463 username 19u sock 0,6 0t0 1976595845 can't identify protocol emulator- 19463 username 20u sock 0,6 0t0 1976595847 can't identify protocol ... The only "solution" I found to this is to kill all of the emulators and then wait until this limit is reached again, which is hardly a solution at all. Is there another way to do this while invoking the emulator? Am I incorrectly using the -htt-proxy switch to block the traffic? Other people found solutions to block traffic by manually doing this by using airplane mode, but this isn't feasible for me as I'm controlling emulators via scripts. I could send keyevents to the emulator with my script and turn the phone on in airplane mode, but I would prefer something more reliable than this.

    Read the article

  • FindByIdentity in System.DirectoryServices.AccountManagment Memory Issues

    - by MVC Fanatic
    I'm working on an active directory managament application. In addition to the typical Create A New User, Enable/Disable an account, reset my password etc. it also managages application permissions for all of the clients web applications. Application management is handled by thousands of AD groups such as which are built from 3 letter codes for the application, section and site, there are also hundreds of AD groups which determine which applications and locations a coordinator can grant rights to. All of these groups in turn belong to other groups so I typically filter the groups list with the MemberOf property to find the groups that a user directly belongs to (or everyone has rights to do everything). I've made extensive use of the System.DirectoryServices.AccountManagment namespace using the FindByIdentity method in 31 places throughout the application. This method calls a private method FindPrincipalByIdentRefHelper on the internal ADStoreCtx class. A SearchResultCollection is created but not disposed so eventually typically once or twice a day the web server runs out of memory and all of the applications on the web server stop responsing until iis is reset because the resources used by the com objects aren't ever relased. There are places where I fall back to the underlying directory objects, but there are lot of places where I'm using the properties on the Principal - it's a vast improvement over using the esoteric ad property names in the .Net 2.0 Directory services code. I've contacted microsoft about the problem and it's been fixed in .Net 4.0 but they don't currently have plans to fix it in 3.5 unless there is intrest in the community about it. I only found information about it in a couple of places the MDSN documentation in the community content state's there is a memory leak at the bottom (guess I should have read that before using the the method) http://msdn.microsoft.com/en-us/library/bb345628.aspx And the class in question is internal and doesn't expose SearchResultsCollection outside the offending method so I can't get at the results to dispose them or inherit from the class and override the method. So my questions are Has anyone else encountered this problem? If so were you able to work around it? Do I have any option besides rewriting the application not using any of the .Net 3.5 active directory code? Thanks

    Read the article

  • Phantom class definitions in Flash CS5?

    - by cc
    I'm trying to get FlashPunk working in the Flash CS5 IDE (don't ask), and I'm having trouble getting it to compile. In strict mode, the error I'm getting is: net/flashpunk/FP.as, Line 95 1119: Access of possibly undefined property _inherit through a reference with static type World. Typically, this means that there is a missing variable definition or the class being compiled cannot see that variable. Presumably, the framework compiles for others, so I'm pretty sure this isn't the issue, but I went in anyway and made sure the variables existed and set these variables to public (they were set to internal), but the error still occurred. It was almost like the compiler wasn't seeing the property definitions. If I turn off "strict mode", the app compiles, but then I get this error: ArgumentError: Error #1063: Argument count mismatch on World(). Expected 2, got 0. Now, World is a class in the FlashPunk package. In the class definition for it, the constructor does not expect any arguments: public function World() { ... ...and yet, for some reason, Flash is expecting two arguments. So it appears that everything is correct, but Flash is somehow expecting something different than what World's constructor defines. These two issues combined makes it seem like Flash is getting some other phantom version of another class called "World" which has two constructor arguments and different properties. I've gone in and checked the ActionScript settings. The only external-to-project stuff referenced is the default "$(AppConfig)/ActionScript 3.0/libs". And I'm not using any of my own code other than a single "Main.as" file that super's Engine to set a few parameters - certainly, there's no new World class. With a generic name like "World", I thought perhaps this is a reserved class name within Flash or something, maybe imported from the default libs mentioned above, but some Googling turning up empty seems to put the lie to that. Any idea what might be going on?

    Read the article

  • Getting started with SVG graphics objects in JSF 2.0 pages.

    - by AlanObject
    What I want to do is create web pages with interactive SVG content. I had this working as a Java desktop application using Batik to render my SVG and collect UI events like mouseclick. Now I want to use those SVG graphics files in my JSF (Primefaces) web application in the same way. Trying to get started, I found this didn't work: <h:graphicImage id="gloob" value="images/sprinkverks.svg" alt="Graphic Goes Here"/> I don't mind doing some reading to get up the learning curve. It was just a bit surprising that some google searches didn't turn up anything useful. What I did find suggested that I would have to do this with the f:verbatim tag as if I were hand-coding the HTML. I would then have to add some script to capture the SVG events and feed them back into the AJAX code. If I have to do all that I will, but I was hoping there would be an easier and automated way. So the questions are: How to get the image to render in the first place? How to get the DOM events from the SVG portion of the page back to the backing beans? Much thanks for any pointers.

    Read the article

  • Macro access to members of object where macro is defined

    - by Marc Grue
    Say I have a trait Foo that I instantiate with an initial value val foo = new Foo(6) // class Foo(i: Int) and I later call a second method that in turn calls myMacro foo.secondMethod(7) // def secondMethod(j: Int) = macro myMacro then, how can myMacro find out what my initial value of i (6) is? I didn't succeed with normal compilation reflection using c.prefix, c.eval(...) etc but instead found a 2-project solution: Project B: object CompilationB { def resultB(x: Int, y: Int) = macro resultB_impl def resultB_impl(c: Context)(x: c.Expr[Int], y: c.Expr[Int]) = c.universe.reify(x.splice * y.splice) } Project A (depends on project B): trait Foo { val i: Int // Pass through `i` to compilation B: def apply(y: Int) = CompilationB.resultB(i, y) } object CompilationA { def makeFoo(x: Int): Foo = macro makeFoo_impl def makeFoo_impl(c: Context)(x: c.Expr[Int]): c.Expr[Foo] = c.universe.reify(new Foo {val i = x.splice}) } We can create a Foo and set the i value either with normal instantiation or with a macro like makeFoo. The second approach allows us to customize a Foo at compile time in the first compilation and then in the second compilation further customize its response to input (i in this case)! In some way we get "meta-meta" capabilities (or "pataphysic"-capabilities ;-) Normally we would need to have foo in scope to introspect i (with for instance c.eval(...)). But by saving the i value inside the Foo object we can access it anytime and we could instantiate Foo anywhere: object Test extends App { import CompilationA._ // Normal instantiation val foo1 = new Foo {val i = 7} val r1 = foo1(6) // Macro instantiation val foo2 = makeFoo(7) val r2 = foo2(6) // "Curried" invocation val r3 = makeFoo(6)(7) println(s"Result 1 2 3: $r1 $r2 $r3") assert((r1, r2, r3) ==(42, 42, 42)) } My question Can I find i inside my example macros without this double compilation hackery?

    Read the article

  • Stop all sounds permanently in AS3

    - by Fahim Akhter
    Hi, I have a main swf which has sound on/off buttons. It has many SWF's which are loaded into different placeholders at different time. All of them have different sounds in them. In addition to that there is a music loop going on in the background. Now, this perticular swf lets call it Father will be placed in some swf later on. What I'm trying to do right now is when the sound off button is pressed turn off all the sounds permanently so the child swf's and their sounds stop too. I have found a way in AS2 : global = new Sound( ) //no movie clip target path. and add the following code to your off button. on(release){ global.setVolume(0); //mutes all sound } and for on button on(release){ global.setVolume(100); //un mutes all sound } which ofcourse does not work for AS3. So how can I stop all sounds permanently in AS3? Secondly what if I have one sound (my background loop) which I want to keep going on. Would be a lot of help, been searching for a while now without a appropriate answer.

    Read the article

  • Changing UITableViewCell textLabel background color to clear

    - by SorinA.
    In my app i have a table view with customViewCells. i subclassed the UITableViewCell class and added an image that will load async and for the text i use cell.textLabel.text = @"someThext". for the cells the background color is set alternatively to [UIColor darkGrayColor] and whitecolor. When i run the app in the simulator and on the pone the textLabel of the cell has the background white. I want to set it to be clear, because i want the background color of the cell to be full not a strip then white then another strip. in the init method of my custom cell i added hoping that the white will turn into red but it doesn't have any effect. [self.textLabel setBackgroundColor:[UIColor redColor]]; i tried also self.textLabel.backgroundColor = [UIColor redColor]; but this also didn't work...if i add a UILabel as a subview the background color of the label can be set..but i don't want to do that because when i rotate the phone i want my labels to auto enlarge... any ideas why setting the background color of cell.textLabel doesn't work? thank you

    Read the article

  • emacs: Can I set compilation-error-regexp-alist in a mode hook fn?

    - by Cheeso
    I am trying to set the compilation-error-regexp-alist in a function that I add as a mode hook. (defun cheeso-javascript-mode-fn () (turn-on-font-lock) ...bunch of other stuff ;; for JSLINT (make-local-variable 'compilation-error-regexp-alist) (setq compilation-error-regexp-alist '( ("^[ \t]*\\([A-Za-z.0-9_: \\-]+\\)(\\([0-9]+\\)[,]\\( *[0-9]+\\))\\( Microsoft JScript runtime error\\| JSLINT\\): \\(.+\\)$" 1 2 3) )) ;;(make-local-variable 'compile-command) (setq compile-command (let ((file (file-name-nondirectory buffer-file-name))) (concat "%windir%\\system32\\cscript.exe \\cheeso\\bin\\jslint.js " file))) ) (add-hook 'javascript-mode-hook 'cheeso-javascript-mode-fn) The mode hook runs. The various things I Set in the mode hook work. The compile-command gets set. But for some reason, the compilation-error-regexp-alist value doesn't take effect. If I later do a M-x describe-variable on compilation-error-regexp-alist, it shows me the value I think it should have. But .. the errors in the compilation buffer don't get highlighted, and M-x next-error does not work. If I add the error regexp value to the compilation-error-regexp-alist via setq-default, like this: (setq-default compilation-error-regexp-alist '( ... jslint regexp here ... ... many other regexp's here... )) ...then it works. The errors in the compilation buffer get properly highlighted and M-x next-error functions as expected.

    Read the article

  • Advice for Windows XP Scripting, WSH versus PowerShell

    - by Greg Graham
    After much experience scripting in the Unix/Linux open-source world, using languages such as Bourne Shell, Perl, Python, and Ruby, I now find myself needing to do some Windows XP admin scripting. It appears that the legacy environment is Windows Script Host (WSH), which can use various scripting languages, but the primary language is VBScript, and is based on COM objects. However, the future appears to be Windows PowerShell, which is based on .NET. I haven't done Basic since Applesoft in the 70s, so I'm not keen on learning VBScript, although I did learn enough to write a small script to mount network drives. If I'm going to spend time to really learn this, I'm leaning towards investing my time in the .NET PowerShell environment, if it truly is the future. I did some C# Windows Forms programming a couple of years ago, so I have some exposure to .NET, which also makes PowerShell attractive. Understanding that no one has a crystal ball to predict the future of Microsoft, I would like hear from anyone who is a PowerShell user and thinks it's worthwhile, or if there is anyone that knows of serious drawbacks to PowerShell, and recommends that I stay away from it. Update: I ended up using WSH/VBScript for a particular script that I am installing as a startup script on user's Windows XP workstations. All I have to do is copy it to their Startup folder, and I'm done. However, I only learned enough WSH to accomplish this one job. I am glad to see that PowerShell is the future, and when I have more complicated scripting tasks, I'll to turn PowerShell.

    Read the article

  • Extra fulltext ordering criteria beyond default relevance

    - by Jeremy Warne
    I'm implementing an ingredient text search, for adding ingredients to a recipe. I've currently got a full text index on the ingredient name, which is stored in a single text field, like so: "Sauce, tomato, lite, Heinz" I've found that because there are a lot of ingredients with very similar names in the database, simply sorting by relevance doesn't work that well a lot of the time. So, I've found myself sorting by a bunch of my own rules of thumb, which probably duplicates a lot of the full-text search algorithm which spits out a numerical relevance. For instance (abridged): ORDER BY [ingredient name is exactly search term], [ingredient name starts with search term], [ingredient name starts with any word from the search and contains all search terms in some order], [ingredient name contains all search terms in some order], ...and so on. Each of these is defined in the SELECT specification as an expression returning either 1 or 0, and so I order by those in sequential order. I would love to hear suggestions for: A better way to define complicated order-by criteria in one place, say perhaps in a view or stored procedure that you can pass just the search term to and get back a set of results without having to worry about how they're ordered? A better tool for this than MySQL's fulltext engine -- perhaps if I was using Sphinx or something [which I've heard of but not used before], would I find some sort of complicated config option designed to solve problems like this? Some google search terms which might turn up discussion on how to order text items within a specific domain like this? I haven't found much that's of use. Thanks for reading!

    Read the article

  • Matlab crashes on library initialize when called from Java

    - by David Sauter
    Hello everyone. The setup I have is I'm using a Java application to call native C-code with JNI, which in turn starts up the MATLAB runtime and calls functions on it (I know there are other solutions to call MATLAB methods from Java). The problem is that the MATLAB engine crashes at some point during the initialization and I don't know what's causing it exactly. The crash causes my jvm to terminate, I assume it's some kind of memory corruption. The C++ code calling MATLAB functions that is actually crashing is JNIEXPORT void JNICALL some_jni_vodoo_initializeLibrary(JNIEnv* env, jclass thisClass) { try { if (!mclInitializeApplication(NULL, 0)) { THROW_EXCEPTION(env, "Could not initialize the application properly."); return; } if (!<library>Initialize()) { THROW_EXCEPTION(env, "Could not initialize the library."); return; } } ... The function <library>Initialize() crashes here, the Java error log reads Stack Trace: [0] jmi.dll:0x793f4175(0x7934cdca, 1, 0x7937e67c "à;.y`[email protected] in C:\BUILD_ARE..", 0x792d6a32) [1] jvm.dll:0x792df9a5(0xc0000005, 0x79356791, 0x4961b400 "Ð\8y", 0x6d8b29de) [2] jvm.dll:0x792e0431(0x8b515008, 0x70f0e8ce, 0x8b5ffffa, 0xc25d5ec6) ------------------------------------------------------------------------ Fatal Java Exception detected at Fri Apr 30 11:08:08 2010 ------------------------------------------------------------------------ Configuration: MATLAB Version: 7.8.0.347 (R2009a) MATLAB License: unknown Operating System: Microsoft Windows Vista Window System: Version 6.0 (Build 6002: Service Pack 2) Processor ID: x86 Family 6 Model 10 Stepping 5, GenuineIntel Virtual Machine: Java is not enabled Default Encoding: windows-1252 Java is not enabled I really have no idea what could be wrong. Is there not enough memory from the jvm? I guess the problem is somehow related to Java, since calling the JNI functions from a simple test C++ program works fine... Thanks

    Read the article

  • cleaning up noise in an edge detection algoritum

    - by Faken
    I recently wrote an extremely basic edge detection algorithm that works on an array of chars. The program was meant to detect the edges of blobs of a single particular value on the array and worked by simply looking left, right, up and down on the array element and checking if one of those values is not the same as the value it was currently looking at. The goal was not to produce a mathematical line but rather a set of ordered points that represented a descritized closed loop edge. The algorithm works perfectly fine, except that my data contained a bit of noise hence would randomly produce edges where there should be no edges. This in turn wreaked havoc on some of my other programs down the line. There is two types of noise that the data contains. The first type is fairly sparse and somewhat random. The second type is a semi continuous straight line on the x=y axis. I know the source of the first type of noise, its a feature of the data and there is nothing i can do about it. As for the second type, i know it's my program's fault for causing it...though i haven't a hot clue exactly what is causing it. My question is: How should I go about removing the noise completely? I know that the correct data has points that are always beside each other and is very compact and ordered (with no gaps) and is a closed loop or multiple loops. The first type of noise is usually sparse and random, that could be easily taken care of by checking if any edges is next that noise point is also counted as an edge. If not, then the point is most defiantly noise and should be removed. However, the second type of noise, where we have a semi continuous line about x=y poses more of a problem. The line is sometimes continuous for random lengths (the longest was it went half way across my entire array unbroken). It is even possible for it to intersect the actual edge. Any ideas on how to do this?

    Read the article

  • IIS8 Asp.net State service remote connection failure

    - by maxisam
    Recently we upgrade our web server to windows server 2012 with IIS8. We have this issue when users try to connect the asp.net state service to this web server remotely. It always popup Unable to make the session state request to the session state server. Please ensure that the ASP.NET State service is started and that the client and server ports are the same. If the server is on a remote machine, please ensure that it accepts remote requests by checking the value of HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Services\aspnet_state\Parameters\AllowRemoteConnection. If the server is on the local machine, and if the before mentioned registry value does not exist or is set to 0, then the state server connection string must use either 'localhost' or '127.0.0.1' as the server name. In IIS7 / 7.5 we use the same way and it works fine. As long as the state service is running and firewall is set properly, we don't have any problem. However, in IIS8 it doesn't work. (We even turn off firewall to test it) Thanks for helping.

    Read the article

  • For "draggable" div tags that are NOT nested: JQuery/JavaScript div tag “containment” approach/algor

    - by Pete Alvin
    Background: I've created an online circuit design application where .draggable() div tags are containers that contain smaller div containers and so forth. Question: For any particular div tag I need to quickly identify if it contains other div tags (that may in turn contain other div tags). -- Since the div tags are draggable, in the DOM they are NOT nested inside each other but I think are absolutely positioned. So I think that a "hit testing" approach is the only way to determine containment, unless there is some "secret" routine built-in somewhere that could help with this. I've searched JQuery and I don't see any built-in routine for this. Does anyone know of an algorithm that's quicker than O(n^2)? Seems like I have to walk the list of div tags in an outer loop (n) and have an inner loop (another n) to compare against all other div tags and do a "containment test" (position, width, height), building a list of contained div tags. That's n-squared. Then I have to build a list of all nested div tags by concatenating contained lists. So the total would be O(n^2)+n. There must be a better way?

    Read the article

  • Why is PHP not allowing comparison?

    - by dcp3450
    I'm using PHP to read if an entry in my table on the database is set to "yes" or "no" and auto check the radio button that corresponds: <?php include 'file.php'; $query = "SELECT * FROM TABLE"; $runquery = odbc_exec($connect,$query); $status= odbc_result($runquery,"status"); odbc_close($file); ?> <form> <div class="formContainer"> <fieldset> <legend>Campus Alert<span class="tooltip">Turn campus alert on and off.</span></legend> <?php echo $status; ?> Yes <input type="radio" name="alertStatus" id="alertStatus" value="yes" <?php if($status== "yes") echo "checked";?>> No <input type="radio" name="alertStatus" id="alertStatus" value="no" <?php if($status== "no") echo "checked";?>> </fieldset> </div> the is for debugging so I can make sure what the database says and the form's reaction is correct. It prints "yes" (no quotes). However, the if statement will not respond. Any idea why it's doing this?

    Read the article

  • Raytraced Shadows Problem

    - by Mat
    Hey There! I've got a problem with shadowrays in my raytracer. Please have a look at the following two pictures 3D sMax: My Raytracer: The scene is lit by a very bright light, shining from the back. It's so bright that there is no gradient in the shading, just either white or dark (due to the overexposure). both images were rendered using 3DStudioMax and both use the exact same geometry, just in one case the normals are interpolated across the triangles. Now consider the red dot on the surface. In the case of the unsmoothed version, it lies in a dark area. this means that the light source is not visible from this triangle, since it's facing away from it. In the smoothed version however, it lies in the lit area, because the interpolated normal would suggest, that the light would be visible at that point (although the actual geometry of the triangle is facing away from the lightsource). My problem now is when raytraced shadows come in. if a shadowray is shot into the scene, from the red dot, to test whether the light-source is visible or not (to determine shadowing), the shadowray will return an intersection, independent of whether normals are interpolated or not (because intersections only depend on the geometry). Therefore the pixel would be shaded dark. 3dsamx is handling the case correctly - the rendered image was generated with Raytraced shadows turned on. However, my own Raytracer runs exactly into this problem when i turn on raytraced shadows (in my raytracer, the point is dark in both cases, because raytraced shadows determine the point lying in the shadow), and i don't know how to solve it. I hope someone knows this problem and how to deal with it.. thanks!

    Read the article

  • accelerating Wheel - psychtoolbox in matlab

    - by ariel
    Hi I am trying to write a code that will show an acceleration wheel. as long as the user press 'a' the wheel should accelerate counterclock wize. the thing is that it turn in the right direction but it doesn't accelerate. This is the code I am using . PTB-3 windows XP. img=imread('c:\images.jpg'); [yimg,ximg,z]=size(img); rot_spd = 1; larrow = KbName('a'); % modify this for Windows rarrow = KbName('b'); [w,rect]=Screen('OpenWindow',0,[0 0 0]); sx = 400; % desired x-size of image (pixels) sy = yimg*sx/ximg; % desired y-size--keep proportional t = Screen('MakeTexture',w,img); bdown=0; th = 0; % initial rotation angle (degrees) HideCursor while(~any(bdown)) % exit loop if mouse button is pressed [x,y,bdown]=GetMouse; [keyisdown,secs,keycode] = KbCheck; if(keycode(larrow)) th = th - rot_spd-1; % accelerate counterclockwise th end if(keycode(rarrow)) th = th + rot_spd+1; % accelerate clockwise th end destrect=[x-sx/2,y-sy/2,x+sx/2,y+sy/2]; Screen('DrawTexture',w,t,[],destrect,th); Screen('Flip',w); end Screen('Close',w) ShowCursor If anyone has an odea why it doesn't accelerate I'd appriciate it very much. Ariel

    Read the article

  • Perform case-insensitive lookup on an Array in MongoDB?

    - by Hal
    So, I've decided to get my feet wet with MongoDB and love it so far. It seems very fast and flexible which is great. But, I'm still going through the initial learning curve and as such, I'm spending hours digging for info on the most basic things. I've search throughout the MongoDB online documentation and have spent hours Googling through pages without any mention of this. I know Mongo is still quite new (v1.x) so it explains why there isn't much information yet. I've even trying looking for books on Mongo without much luck. So yes, I've tried to RTFM with no luck, so, now I turn to you. I have an Array of various Hashtags nested in each document (ie: #apples, #oranges, #Apples, #APPLES) and I would like to perform a case-insensitive find() to access all the documents containing apples in any case. It seems that find does support some regex with /i, but I can't seem to get this working either. Anyway, I hope this is a quick answer for someone. Here's my existing call in PHP which is case sensitive: $cursor = $collection->find(array( "hashtags" => array("#".$keyword)))->sort(array('$natural' => -1))->limit(10); Help?

    Read the article

  • Passing object(s) to a Controller Action

    - by Nicholas H
    I'm attempting to use jQuery to do a $.post() to an MVC controller action. Here's the jQuery calls: var _authTicket = { username: 'testingu', password: 'testingp' }; function DoPost() { var inputObj = { authTicket: _authTicket, dateRange: 'ThisWeek' }; $.post('/MyController/MyAction', inputObj, PostResult); } function PostResult(data) { alert(JSON.stringify(data)); } Here's the controller action: <HttpPost()> _ Function MyAction(ByVal authTicket As AuthTicket, ByVal dateRange As String) As ActionResult Dim u = ValidateUser(authTicket) If u Is Nothing Then Throw New Exception("User not valid") ' etc.. End Function The problem is, MyAction's "authTicket" parameter is all empty. The second "dateRange" parameter gets populated just fine. I'm pretty sure that the issue stems from jQuery turning the data into key/value pairs to POST to the action. MVC must not understand the format, at least when it's an object with it's own properties. The name/value pair format that jQuery is converting to is like: authTicket[username] = "testingu" authTicket[password] = "testingp" Which in turn gets made into x-www-form-urlencoded'd data: authTicket%5Busername%5D=testingu &authTicket%5Bpassword%5D=testingp I guess I could always have "username" and "password" properties in my actions, but that seems wrong to me. Any help would be appreciated.

    Read the article

  • how to export bind and keyframe bone poses from blender to use in OpenGL

    - by SaldaVonSchwartz
    EDIT: I decided to reformulate the question in much simpler terms to see if someone can give me a hand with this. Basically, I'm exporting meshes, skeletons and actions from blender into an engine of sorts that I'm working on. But I'm getting the animations wrong. I can tell the basic motion paths are being followed but there's always an axis of translation or rotation which is wrong. I think the problem is most likely not in my engine code (OpenGL-based) but rather in either my misunderstanding of some part of the theory behind skeletal animation / skinning or the way I am exporting the appropriate joint matrices from blender in my exporter script. I'll explain the theory, the engine animation system and my blender export script, hoping someone might catch the error in either or all of these. The theory: (I'm using column-major ordering since that's what I use in the engine cause it's OpenGL-based) Assume I have a mesh made up of a single vertex v, along with a transformation matrix M which takes the vertex v from the mesh's local space to world space. That is, if I was to render the mesh without a skeleton, the final position would be gl_Position = ProjectionMatrix * M * v. Now assume I have a skeleton with a single joint j in bind / rest pose. j is actually another matrix. A transform from j's local space to its parent space which I'll denote Bj. if j was part of a joint hierarchy in the skeleton, Bj would take from j space to j-1 space (that is to its parent space). However, in this example j is the only joint, so Bj takes from j space to world space, like M does for v. Now further assume I have a a set of frames, each with a second transform Cj, which works the same as Bj only that for a different, arbitrary spatial configuration of join j. Cj still takes vertices from j space to world space but j is rotated and/or translated and/or scaled. Given the above, in order to skin vertex v at keyframe n. I need to: take v from world space to joint j space modify j (while v stays fixed in j space and is thus taken along in the transformation) take v back from the modified j space to world space So the mathematical implementation of the above would be: v' = Cj * Bj^-1 * v. Actually, I have one doubt here.. I said the mesh to which v belongs has a transform M which takes from model space to world space. And I've also read in a couple textbooks that it needs to be transformed from model space to joint space. But I also said in 1 that v needs to be transformed from world to joint space. So basically I'm not sure if I need to do v' = Cj * Bj^-1 * v or v' = Cj * Bj^-1 * M * v. Right now my implementation multiples v' by M and not v. But I've tried changing this and it just screws things up in a different way cause there's something else wrong. Finally, If we wanted to skin a vertex to a joint j1 which in turn is a child of a joint j0, Bj1 would be Bj0 * Bj1 and Cj1 would be Cj0 * Cj1. But Since skinning is defined as v' = Cj * Bj^-1 * v , Bj1^-1 would be the reverse concatenation of the inverses making up the original product. That is, v' = Cj0 * Cj1 * Bj1^-1 * Bj0^-1 * v Now on to the implementation (Blender side): Assume the following mesh made up of 1 cube, whose vertices are bound to a single joint in a single-joint skeleton: Assume also there's a 60-frame, 3-keyframe animation at 60 fps. The animation essentially is: keyframe 0: the joint is in bind / rest pose (the way you see it in the image). keyframe 30: the joint translates up (+z in blender) some amount and at the same time rotates pi/4 rad clockwise. keyframe 59: the joint goes back to the same configuration it was in keyframe 0. My first source of confusion on the blender side is its coordinate system (as opposed to OpenGL's default) and the different matrices accessible through the python api. Right now, this is what my export script does about translating blender's coordinate system to OpenGL's standard system: # World transform: Blender -> OpenGL worldTransform = Matrix().Identity(4) worldTransform *= Matrix.Scale(-1, 4, (0,0,1)) worldTransform *= Matrix.Rotation(radians(90), 4, "X") # Mesh (local) transform matrix file.write('Mesh Transform:\n') localTransform = mesh.matrix_local.copy() localTransform = worldTransform * localTransform for col in localTransform.col: file.write('{:9f} {:9f} {:9f} {:9f}\n'.format(col[0], col[1], col[2], col[3])) file.write('\n') So if you will, my "world" matrix is basically the act of changing blenders coordinate system to the default GL one with +y up, +x right and -z into the viewing volume. Then I also premultiply (in the sense that it's done by the time we reach the engine, not in the sense of post or pre in terms of matrix multiplication order) the mesh matrix M so that I don't need to multiply it again once per draw call in the engine. About the possible matrices to extract from Blender joints (bones in Blender parlance), I'm doing the following: For joint bind poses: def DFSJointTraversal(file, skeleton, jointList): for joint in jointList: bindPoseJoint = skeleton.data.bones[joint.name] bindPoseTransform = bindPoseJoint.matrix_local.inverted() file.write('Joint ' + joint.name + ' Transform {\n') translationV = bindPoseTransform.to_translation() rotationQ = bindPoseTransform.to_3x3().to_quaternion() scaleV = bindPoseTransform.to_scale() file.write('T {:9f} {:9f} {:9f}\n'.format(translationV[0], translationV[1], translationV[2])) file.write('Q {:9f} {:9f} {:9f} {:9f}\n'.format(rotationQ[1], rotationQ[2], rotationQ[3], rotationQ[0])) file.write('S {:9f} {:9f} {:9f}\n'.format(scaleV[0], scaleV[1], scaleV[2])) DFSJointTraversal(file, skeleton, joint.children) file.write('}\n') Note that I'm actually grabbing the inverse of what I think is the bind pose transform Bj. This is so I don't need to invert it in the engine. Also note I went for matrix_local, assuming this is Bj. The other option is plain "matrix", which as far as I can tell is the same only that not homogeneous. For joint current / keyframe poses: for kfIndex in keyframes: bpy.context.scene.frame_set(kfIndex) file.write('keyframe: {:d}\n'.format(int(kfIndex))) for i in range(0, len(skeleton.data.bones)): file.write('joint: {:d}\n'.format(i)) currentPoseJoint = skeleton.pose.bones[i] currentPoseTransform = currentPoseJoint.matrix translationV = currentPoseTransform.to_translation() rotationQ = currentPoseTransform.to_3x3().to_quaternion() scaleV = currentPoseTransform.to_scale() file.write('T {:9f} {:9f} {:9f}\n'.format(translationV[0], translationV[1], translationV[2])) file.write('Q {:9f} {:9f} {:9f} {:9f}\n'.format(rotationQ[1], rotationQ[2], rotationQ[3], rotationQ[0])) file.write('S {:9f} {:9f} {:9f}\n'.format(scaleV[0], scaleV[1], scaleV[2])) file.write('\n') Note that here I go for skeleton.pose.bones instead of data.bones and that I have a choice of 3 matrices: matrix, matrix_basis and matrix_channel. From the descriptions in the python API docs I'm not super clear which one I should choose, though I think it's the plain matrix. Also note I do not invert the matrix in this case. The implementation (Engine / OpenGL side): My animation subsystem does the following on each update (I'm omitting parts of the update loop where it's figured out which objects need update and time is hardcoded here for simplicity): static double time = 0; time = fmod((time + elapsedTime),1.); uint16_t LERPKeyframeNumber = 60 * time; uint16_t lkeyframeNumber = 0; uint16_t lkeyframeIndex = 0; uint16_t rkeyframeNumber = 0; uint16_t rkeyframeIndex = 0; for (int i = 0; i < aClip.keyframesCount; i++) { uint16_t keyframeNumber = aClip.keyframes[i].number; if (keyframeNumber <= LERPKeyframeNumber) { lkeyframeIndex = i; lkeyframeNumber = keyframeNumber; } else { rkeyframeIndex = i; rkeyframeNumber = keyframeNumber; break; } } double lTime = lkeyframeNumber / 60.; double rTime = rkeyframeNumber / 60.; double blendFactor = (time - lTime) / (rTime - lTime); GLKMatrix4 bindPosePalette[aSkeleton.jointsCount]; GLKMatrix4 currentPosePalette[aSkeleton.jointsCount]; for (int i = 0; i < aSkeleton.jointsCount; i++) { F3DETQSType& lPose = aClip.keyframes[lkeyframeIndex].skeletonPose.joints[i]; F3DETQSType& rPose = aClip.keyframes[rkeyframeIndex].skeletonPose.joints[i]; GLKVector3 LERPTranslation = GLKVector3Lerp(lPose.t, rPose.t, blendFactor); GLKQuaternion SLERPRotation = GLKQuaternionSlerp(lPose.q, rPose.q, blendFactor); GLKVector3 LERPScaling = GLKVector3Lerp(lPose.s, rPose.s, blendFactor); GLKMatrix4 currentTransform = GLKMatrix4MakeWithQuaternion(SLERPRotation); currentTransform = GLKMatrix4TranslateWithVector3(currentTransform, LERPTranslation); currentTransform = GLKMatrix4ScaleWithVector3(currentTransform, LERPScaling); GLKMatrix4 inverseBindTransform = GLKMatrix4MakeWithQuaternion(aSkeleton.joints[i].inverseBindTransform.q); inverseBindTransform = GLKMatrix4TranslateWithVector3(inverseBindTransform, aSkeleton.joints[i].inverseBindTransform.t); inverseBindTransform = GLKMatrix4ScaleWithVector3(inverseBindTransform, aSkeleton.joints[i].inverseBindTransform.s); if (aSkeleton.joints[i].parentIndex == -1) { bindPosePalette[i] = inverseBindTransform; currentPosePalette[i] = currentTransform; } else { bindPosePalette[i] = GLKMatrix4Multiply(inverseBindTransform, bindPosePalette[aSkeleton.joints[i].parentIndex]); currentPosePalette[i] = GLKMatrix4Multiply(currentPosePalette[aSkeleton.joints[i].parentIndex], currentTransform); } aSkeleton.skinningPalette[i] = GLKMatrix4Multiply(currentPosePalette[i], bindPosePalette[i]); } Finally, this is my vertex shader: #version 100 uniform mat4 modelMatrix; uniform mat3 normalMatrix; uniform mat4 projectionMatrix; uniform mat4 skinningPalette[6]; uniform lowp float skinningEnabled; attribute vec4 position; attribute vec3 normal; attribute vec2 tCoordinates; attribute vec4 jointsWeights; attribute vec4 jointsIndices; varying highp vec2 tCoordinatesVarying; varying highp float lIntensity; void main() { tCoordinatesVarying = tCoordinates; vec4 skinnedVertexPosition = vec4(0.); for (int i = 0; i < 4; i++) { skinnedVertexPosition += jointsWeights[i] * skinningPalette[int(jointsIndices[i])] * position; } vec4 skinnedNormal = vec4(0.); for (int i = 0; i < 4; i++) { skinnedNormal += jointsWeights[i] * skinningPalette[int(jointsIndices[i])] * vec4(normal, 0.); } vec4 finalPosition = mix(position, skinnedVertexPosition, skinningEnabled); vec4 finalNormal = mix(vec4(normal, 0.), skinnedNormal, skinningEnabled); vec3 eyeNormal = normalize(normalMatrix * finalNormal.xyz); vec3 lightPosition = vec3(0., 0., 2.); lIntensity = max(0.0, dot(eyeNormal, normalize(lightPosition))); gl_Position = projectionMatrix * modelMatrix * finalPosition; } The result is that the animation displays wrong in terms of orientation. That is, instead of bobbing up and down it bobs in and out (along what I think is the Z axis according to my transform in the export clip). And the rotation angle is counterclockwise instead of clockwise. If I try with a more than one joint, then it's almost as if the second joint rotates in it's own different coordinate space and does not follow 100% its parent's transform. Which I assume it should from my animation subsystem which I assume in turn follows the theory I explained for the case of more than one joint. Any thoughts?

    Read the article

  • Generating all unique combinations for "drive ya nuts" puzzle

    - by Yuval A
    A while back I wrote a simple python program to brute-force the single solution for the drive ya nuts puzzle. The puzzle consists of 7 hexagons with the numbers 1-6 on them, and all pieces must be aligned so that each number is adjacent to the same number on the next piece. The puzzle has ~1.4G non-unique possibilities: you have 7! options to sort the pieces by order (for example, center=0, top=1, continuing in clockwise order...). After you sorted the pieces, you can rotate each piece in 6 ways (each piece is a hexagon), so you get 6**7 possible rotations for a given permutation of the 7 pieces. Totalling: 7!*(6**7)=~1.4G possibilities. The following python code generates these possible solutions: def rotations(p): for i in range(len(p)): yield p[i:] + p[:i] def permutations(l): if len(l)<=1: yield l else: for perm in permutations(l[1:]): for i in range(len(perm)+1): yield perm[:i] + l[0:1] + perm[i:] def constructs(l): for p in permutations(l): for c in product(*(rotations(x) for x in p)): yield c However, note that the puzzle has only ~0.2G unique possible solutions, as you must divide the total number of possibilities by 6 since each possible solution is equivalent to 5 other solutions (simply rotate the entire puzzle by 1/6 a turn). Is there a better way to generate only the unique possibilities for this puzzle?

    Read the article

  • PInvokeStackImbalance was detected when manually running Xna Content pipeline

    - by Miau
    So I m running this code static readonly string[] PipelineAssemblies = { "Microsoft.Xna.Framework.Content.Pipeline.FBXImporter" + XnaVersion, "Microsoft.Xna.Framework.Content.Pipeline.XImporter" + XnaVersion, "Microsoft.Xna.Framework.Content.Pipeline.TextureImporter" + XnaVersion, "Microsoft.Xna.Framework.Content.Pipeline.EffectImporter" + XnaVersion, "Microsoft.Xna.Framework.Content.Pipeline.XImporter" + XnaVersion, "Microsoft.Xna.Framework.Content.Pipeline.AudioImporters" + XnaVersion, "Microsoft.Xna.Framework.Content.Pipeline.VideoImporters" + XnaVersion, }; more code in between ..... // Register any custom importers or processors. foreach (string pipelineAssembly in PipelineAssemblies) { _buildProject.AddItem("Reference", pipelineAssembly); } more code in between ..... var execute = Task.Factory.StartNew(() => submission.ExecuteAsync(null, null), cancellationTokenSource.Token); var endBuild = execute.ContinueWith(ant => BuildManager.DefaultBuildManager.EndBuild()); endBuild.Wait(); Basically trying to build the content project with code ... this works well if you remove XImporter, AudioIMporters and VideoImporters but with those I get the following error: PInvokeStackImbalance was detected Message: A call to PInvoke function 'Microsoft.Xna.Framework.Content.Pipeline!Microsoft.Xna.Framework.Content.Pipeline.UnsafeNativeMethods+AudioHelper::GetFormatSize' has unbalanced the stack. This is likely because the managed PInvoke signature does not match the unmanaged target signature. Check that the calling convention and parameters of the PInvoke signature match the target unmanaged signature. Things I've tried: turn unsafe code on adding a lot of logging (the dll is found in case you are wondering) different wav and Mp3 files (just in case) Will update...

    Read the article

< Previous Page | 197 198 199 200 201 202 203 204 205 206 207 208  | Next Page >