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  • How to easily change columns into rows in Excel?

    - by DavidD
    I have a huge Excel table that I need to transform into paragraphs for a Word report, and I can't find an efficient way to do it The source looks like this: And I would ultimately need something like this, i.e. through a pivot table. Note that "Item C", which doesn't have any description values, is skipped: Now, to get there I believe I need to transform my source to this intermediate format, that has one description per line: How do I get from the source to the intermediate format in an efficient way? Or maybe there is an easier way to produce the target format that I don't know of? Any help is welcome!

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  • IPSEC site-to-site Openswan to Cisco ASA

    - by Jim
    I recieved a list of commands that were run on the right side of the VPN tunnel which is where the Cisco ASA resides. On my side, I have a linux based firewall running debian with openswan installed. I am having an issue with getting to Phase 2 of the VPN negotiation. Here is the Cisco Information I was sent: {my_public_ip} = left side of connection tunnel-group {my_public_ip} type ipsec-l2l tunnel-group {my_public_ip} ipsec-attributes pre-shared-key fakefake crypto map vpn1 1 match add customer-ipsec crypto map vpn1 1 set peer {my_public_ip} crypto map vpn1 1 set transform-set aes-256-sha crypto map vpn1 interface outside static (outside,inside) 10.2.1.200 {my_public_ip} netmask 255.255.255.255 crypto ipsec transform-set aes-256-sha esp-aes-256 esp-sha-hmac crypto ipsec security-association lifetime seconds 28800 crypto ipsec security-association lifetime kilobytes 4608000 crypto map vpn1 1 match address customer-ipsec crypto map vpn1 1 set peer {my_public_ip} crypto map vpn1 1 set transform-set aes-256-sha crypto map vpn1 interface outside crypto isakmp enable outside crypto isakmp policy 1 authentication pre-share encryption aes-256 hash sha group 2 lifetime 86400 Myside ipsec.conf config setup klipsdebug=none plutodebug=none protostack=netkey #nat_traversal=yes conn cisco #name of VPN connection type=tunnel authby=secret #left side (myside) left={myPublicIP} leftsubnet=172.16.250.0/24 #net subnet on left sdie to assign to right side leftnexthop=%defaultroute #right security gateway (ASA side) right={CiscoASA_publicIP} #cisco ASA rightsubnet=10.2.1.0/24 rightnexthop=%defaultroute #crypo stuff keyexchange=ike ikelifetime=86400s auth=esp pfs=no compress=no auto=start ipsec.secrets file {CiscoASA_publicIP} {myPublicIP}: PSK "fakefake" When I start ipsec from the left side/my side I don't recieve any errors, however when I run the ipsec auto --status command: 000 "cisco": 172.16.250.0/24==={left_public_ip}<{left_public_ip}>[+S=C]---{left_public_ip_gateway}...{left_public_ip_gateway}--{right_public_ip}<{right_public_ip}>[+S=C]===10.2.1.0/24; prospective erouted; eroute owner: #0 000 "cisco": myip=unset; hisip=unset; 000 "cisco": ike_life: 86400s; ipsec_life: 28800s; rekey_margin: 540s; rekey_fuzz: 100%; keyingtries: 0 000 "cisco": policy: PSK+ENCRYPT+TUNNEL+UP+IKEv2ALLOW+SAREFTRACK+lKOD+rKOD; prio: 24,24; interface: eth0; 000 "cisco": newest ISAKMP SA: #0; newest IPsec SA: #0; 000 000 #2: "cisco":500 STATE_MAIN_I1 (sent MI1, expecting MR1); EVENT_RETRANSMIT in 10s; nodpd; idle; import:admin initiate 000 #2: pending Phase 2 for "cisco" replacing #0 Now I'm new to setting up an site-to-site IPSEC tunnel so the status informatino I am unsure what it means. All I know is it sits at this "pending Phase 2" and I can't ping the other side, Another question I have is, if I do a route -n, should I see anything relating to this connection? Also, I read a few artilcle where configs contained the interface="ipsec0=eth0", is this an interface that I have to create on the linux debian firewall on my side? Appreciate your time to look at this.

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  • Stop VLC player from saving effects & filter settings

    - by bocamax
    VLC Player v1.1.11 Windows 7 Ultimate VLC player launches each new video with setting I used once to brighten a dark video. On a second computer, VLC player opens all videos rotated 270 which was a feature I used once. I now have to manually uncheck Image adjust on one computer & uncheck Transform on another for each video to have it play without these custom settings. I've custom mapped VLC Hotkeys that I use extensively. As a result, I do not want to "reset preferences" and lose my Hotkey mapping. VLC Tools Settings Video Effects Basic Image Adjust (Brightness, Contrast, etc.) VLC Tools Settings Video Effects Basic Transform (Rotate 90, 180, 270) Is there a setting I'm not finding to stop VLC from applying a one time adjustment to all videos?

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  • FTP proxy that translates from passive to active

    - by Jan Aagaard
    Is it possible to install a proxy server that will transform passive ftp to active ftp? Details of my problem: I would like to deploy my web sites using Visual Studio's built in publish web site function. The problem is that my web hotel only supports active ftp, and unfortunately Visual Studio 2010 has a bug, so the publish function only works with passive ftp. My idear is to install a tiny local ftp proxy, that is able to transform passive ftp mode to active mode. I would then enter localhost as the publish server in Visual Studio, and the proxy would do the actual uploading of the files to my web hotel. Visual Studio bug report: Unable to publish website to FTP server that doesn't allow passive mode.

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  • Nested %..% representation in Windows 7

    - by prosseek
    In order to organize the PATH environment, I came up with the following method. Setup variable : ABC = "PATH1;PATH2" Set the path variable using the predefined setup variable : Path = %ABC%%DEF% ... It seems to work fine, but I found that some of the variables are not transfomred into real paths when I run the set command. (I mean, the PATH=PATH1;PATH2;%DEF%, for example). What I found was as follows. If the variable name has '_', Windows can't transform it. If the variable has the path with %...% variable, windows can't transform it. Q1 : Am I correct? Q2 : If so, is there a way to by pass the nested %...% varibale problem?

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  • Code-First Database Creation During TFS 2010 CI Build

    - by jedimindtrickster
    I would like to automate code-first database generation during the automated CI build of a web project in Team Foundation Server 2010. When run locally the tests create a code-first database specified by the connection string in the app.config of the tests project. How do I configure the TFS Build Configuration to mimic this behaviour on the TFS build server? Edit The problem, it turns out, was that the TFS build server was successfully running the test which was using the default connection string in the app.config which pointed to the local SQL Server, not where I expected it. The solution was to use SlowCheetah on the TFS server as a means to transform the App.config file using the QA transform as per this blog article.

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  • Validate java SAML signature from C#

    - by Adrya
    How can i validate in .Net C# a SAML signature created in Java? Here is the SAML Signature that i get from Java: <ds:Signature xmlns:ds="http://www.w3.org/2000/09/xmldsig#"> <ds:SignedInfo> <ds:CanonicalizationMethod Algorithm="http://www.w3.org/2001/10/xml-exc-c14n#"> </ds:CanonicalizationMethod> <ds:SignatureMethod Algorithm="http://www.w3.org/2000/09/xmldsig#rsa-sha1"> </ds:SignatureMethod> <ds:Reference URI="#_e8bcba9d1c76d128938bddd5ae8c68e1"> <ds:Transforms> <ds:Transform Algorithm="http://www.w3.org/2000/09/xmldsig#enveloped-signature"> </ds:Transform> <ds:Transform Algorithm="http://www.w3.org/2001/10/xml-exc-c14n#"> <ec:InclusiveNamespaces xmlns:ec="http://www.w3.org/2001/10/xml-exc-c14n#" PrefixList="code ds kind rw saml samlp typens #default xsd xsi"> </ec:InclusiveNamespaces> </ds:Transform> </ds:Transforms> <ds:DigestMethod Algorithm="http://www.w3.org/2000/09/xmldsig#sha1"> </ds:DigestMethod> <ds:DigestValue>zEL7mB0Wkl+LtjMViO1imbucXiE=</ds:DigestValue> </ds:Reference> </ds:SignedInfo> <ds:SignatureValue> jpIX3WbX9SCFnqrpDyLj4TeJN5DGIvlEH+o/mb9M01VGdgFRLtfHqIm16BloApUPg2dDafmc9DwL Pyvs3TJ/hi0Q8f0ucaKdIuw+gBGxWFMcj/U68ZuLiv7U+Qe7i4ZA33rWPorkE82yfMacGf6ropPt v73mC0bpBP1ubo5qbM4= </ds:SignatureValue> <ds:KeyInfo> <ds:X509Data> <ds:X509Certificate> MIIDBDCCAeygAwIBAgIIC/ktBs1lgYcwDQYJKoZIhvcNAQEFBQAwNzERMA8GA1UEAwwIQWRtaW5D QTExFTATBgNVBAoMDEVKQkNBIFNhbXBsZTELMAkGA1UEBhMCU0UwHhcNMDkwMjIzMTAwMzEzWhcN MTgxMDE1MDkyNTQyWjBaMRQwEgYDVQQDDAsxMC41NS40MC42MTEbMBkGA1UECwwST24gRGVtYW5k IFBsYXRmb3JtMRIwEAYDVQQLDAlPbiBEZW1hbmQxETAPBgNVBAsMCFNvZnR3YXJlMIGfMA0GCSqG SIb3DQEBAQUAA4GNADCBiQKBgQCk5EqiedxA6WEE9N2vegSCqleFpXMfGplkrcPOdXTRLLOuRgQJ LEsOaqspDFoqk7yJgr7kaQROjB9OicSH7Hhsu7HbdD6N3ntwQYoeNZ8nvLSSx4jz21zvswxAqw1p DoGl3J6hks5owL4eYs2yRHvqgqXyZoxCccYwc4fYzMi42wIDAQABo3UwczAdBgNVHQ4EFgQUkrpk yryZToKXOXuiU2hNsKXLbyIwDAYDVR0TAQH/BAIwADAfBgNVHSMEGDAWgBSiviFUK7DUsjvByMfK g+pm4b2s7DAOBgNVHQ8BAf8EBAMCBaAwEwYDVR0lBAwwCgYIKwYBBQUHAwEwDQYJKoZIhvcNAQEF BQADggEBAKb94tnK2obEyvw8ZJ87u7gvkMxIezpBi/SqXTEBK1by0NHs8VJmdDN9+aOvC5np4fOL fFcRH++n6fvemEGgIkK3pOmNL5WiPpbWxrx55Yqwnr6eLsbdATALE4cgyZWHl/E0uVO2Ixlqeygw XTfg450cCWj4yfPTVZ73raKaDTWZK/Tnt7+ulm8xN+YWUIIbtW3KBQbGomqOzpftALyIKLVtBq7L J0hgsKGHNUnssWj5dt3bYrHgzaWLlpW3ikdRd67Nf0c1zOEgKHNEozrtRKiLLy+3bIiFk0CHImac 1zeqLlhjrG3OmIsIjxc1Vbc0+E+z6Unco474oSGf+D1DO+Y= </ds:X509Certificate> </ds:X509Data> </ds:KeyInfo> </ds:Signature> I know to parse SAML, i need to validate the signature. I tried this: public bool VerifySignature() { X509Certificate2 certificate = null; XmlDocument doc = new XmlDocument(); XmlElement xmlAssertionElement = this.GetXml(doc); doc.AppendChild(xmlAssertionElement); // Create a new SignedXml object and pass it // the XML document class. SamlSignedXml signedXml = new SamlSignedXml(xmlAssertionElement); // Get signature XmlElement xmlSignature = this.Signature; if (xmlSignature == null) { return false; } // Load the signature node. signedXml.LoadXml(xmlSignature); // Get the certificate used to sign the assertion if information about this // certificate is available in the signature of the assertion. foreach (KeyInfoClause clause in signedXml.KeyInfo) { if (clause is KeyInfoX509Data) { if (((KeyInfoX509Data)clause).Certificates.Count > 0) { certificate = (X509Certificate2)((KeyInfoX509Data)clause).Certificates[0]; } } } if (certificate == null) { return false; } return signedXml.CheckSignature(certificate, true); } It validates the signature of a SAML signed in .Net but not of this Java one.

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  • How do i use GraphMLReader2 in Jung?

    - by askus
    I want to use class GraphMLReader to read a Undirected Graph from graphML with JUNG2.0. The code is as follow: import edu.uci.ics.jung.io.*; import edu.uci.ics.jung.io.graphml.*; import java.io.*; import java.util.*; import org.apache.commons.collections15.Transformer; import edu.uci.ics.jung.graph.*; class Vertex{ int id; String type; String value; } class Edge{ int id ; String type; String value; } public class Loader{ static String src = "test.xsl"; public static void Main( String[] args){ Reader reader = new FileReader(src ); Transformer<NodeMetadata, Vertex> vtrans = new Transformer<NodeMetadata,Vertex>(){ public Vertex transform(NodeMetadata nmd ){ Vertex v = new Vertex() ; v.type = nmd.getProperty("type"); v.value = nmd.getProperty("value"); v.id = Integer.valueOf( nmd.getId() ); return v; } }; Transformer<EdgeMetadata, Edge> etrans = new Transformer<EdgeMetadata,Edge>(){ public Edge transform( EdgeMetadata emd ){ Edge e = new Edge() ; e.type = emd.getProperty("type"); e.value = emd.getProperty("value"); e.id = Integer.valueOf( emd.getId() ); return e; } }; Transformer<HyperEdgeMetadata, Edge> hetrans = new Transformer<HyperEdgeMetadata,Edge>(){ public Edge transform( HyperEdgeMetadata emd ){ Edge e = new Edge() ; e.type = emd.getProperty("type"); e.value = emd.getProperty("value"); e.id = Integer.valueOf( emd.getId() ); return e; } }; Transformer< GraphMetadata , UndirectedSparseGraph> gtrans = new Transformer<GraphMetadata,UndirectedSparseGraph>(){ public UndirectedSparseGraph<Vertex,Edge> transform( GraphMetadata gmd ){ return new UndirectedSparseGraph<Vertex,Edge>(); } }; GraphMLReader2< UndirectedSparseGraph<Vertex,Edge> , Vertex , Edge> gmlr = new GraphMLReader2< UndirectedSparseGraph<Vertex,Edge> ,Vertex, Edge>( reader, gtrans, vtrans, etrans, hetrans); UndirectedSparseGraph<Vertex,Edge> g = gmlr.readGraph(); return ; } } However, compiler alert that: Loader.java:60: cannot find symbol symbol : constructor GraphMLReader2(java.io.Reader,org.apache.commons.collections15.Transformer<edu.uci.ics.jung.io.graphml.GraphMetadata,edu.uci.ics.jung.graph.UndirectedSparseGraph>,org.apache.commons.collections15.Transformer<edu.uci.ics.jung.io.graphml.NodeMetadata,Vertex>,org.apache.commons.collections15.Transformer<edu.uci.ics.jung.io.graphml.EdgeMetadata,Edge>) location: class edu.uci.ics.jung.io.graphml.GraphMLReader2<edu.uci.ics.jung.graph.UndirectedSparseGraph<Vertex,Edge>,Vertex,Edge> new GraphMLReader2< UndirectedSparseGraph<Vertex,Edge> ,Vertex, Edge>( ^ 1 error How can i solve this problem? Thanks.

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  • Transforming object world space matrix to a position in world space

    - by Fredrik Boston Westman
    Im trying to make a function for picking objects with a bounding sphere however I have run in to a problem. First I check against my my bounding sphere, then if it checks out then I test against the vertexes. I have already tested my vertex picking method and it work fine, however when I check first with my bounding sphere method it dosnt register anything. My conclusion is that when im transform my sphere position in to the position of the object in world space, the transformation goes wrong ( I base this on the fact the the x coordinate always becomes 1, even tho i translate non of my meshes along the x-axis to 1). So my question is: What is the proper way to transform a objects world space matrix to a position vector ? This is how i do it now: First i set my position vector to 0. XMVECTOR meshPos = XMVectorSet(0.0f, 0.0f, 0.0f, 0.0f); Then I trannsform it with my object space matrix, and then add the offset to the center of the mesh. meshPos = XMVector3TransformCoord(meshPos, meshWorld) + centerOffset;

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  • Oracle Insurance Gets Innovative with Insurance Business Intelligence

    - by nicole.bruns(at)oracle.com
    Oracle Insurance announced yesterday the availability of Oracle Insurance Insight 7.0, an insurance-specific data warehouse and business intelligence (BI) system that transforms the traditional approach to BI by involving business users in the creation and maintenance."Rapid access to business intelligence is essential to compete and thrive in today's insurance industry," said Srini Venkatasantham, vice president, Product Strategy, Oracle Insurance. "The adaptive data modeling approach of Oracle Insurance Insight 7.0, combined with the insurance-specific data model, offers global insurance companies a faster, easier way to get the intelligence they need to make better-informed business decisions." New Features in Oracle Insurance 7.0 include:"Adaptive Data Modeling" via the new warehouse palette: Gives business users the power to configure lines of business via an easy-to-use warehouse palette tool. Oracle Insurance Insight then automatically creates data warehouse elements - such as line-specific database structures and extract-transform-load (ETL) processes -speeding up time-to-value for BI initiatives. Out-of-the-box insurance models or create-from-scratch option: Includes pre-built content and interfaces for six Property and Casualty (P&C) lines. Additionally, insurers can use the warehouse palette to deploy any and all P&C or General Insurance lines of business from scratch, helping insurers support operations in any country.Leverages Oracle technologies: In addition to Oracle Business Intelligence Enterprise Edition, the solution includes Oracle Database 11g as well as Oracle Data Integrator Enterprise Edition 11g, which delivers Extract, Load and Transform (E-L-T) architecture and eliminates the need for a separate transformation server. Additionally, the expanded Oracle technology infrastructure enables support for Oracle Exadata. Martina Conlon, a Principal with Novarica's Insurance practice, and author of Business Intelligence in Insurance: Current State, Challenges, and Expectations says, "The need for continued investment by insurers in business intelligence capabilities is widely understood, and the industry is acting. Arming the business intelligence implementation with predefined insurance specific content, and flexible and configurable technology will get these projects up and running faster."Learn moreTo see a demo of the Oracle Insurance Insight system, click hereTo read the press announcement, click here

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  • How can a single script attached to multiple enemies provide separate behavior for each enemy?

    - by Syed
    I am making a TD game and now stucked at multiple enemies using same script. All is well with scripts attached with one enemy only. Problem is in running multiple enemies. Here is the overview. I have a Enemy object with which I have attached a 'RunEnemy' script. Flow of this script is: RunEnemy.cs: PathF p; p = gameObject.GetComponent<PathF>(); //PathF is a pathfinding algo which has 'search; function which returns a array of path from starting position PathList = p.search(starting position); //------------------------------- if(PathList != null) { //if a way found! if(moving forward) transform.Translate(someXvalue,0,0); //translates on every frame until next grid point else if(moving back) transform.Translate(0,someXvalue,0); ...and so on.. if(reached on next point) PathList = p.search(from this point) //call again from next grid point so that if user placed a tower enemy will run again on the returned path } Now I have attached this script and "PathF.cs" to a single enemy which works perfect. I have then made one more enemy object and attached both of these script to it as well, which is not working they both are overlapping movements. I can't understand why, I have attached these scripts on two different gameobjects but still their values change when either enemy changes its value. I don't want to go with a separate script for each enemy because there would be 30 enemies in a scene. How can I fix this problem?

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  • Converting world space coordinate to screen space coordinate and getting incorrect range of values

    - by user1423893
    I'm attempting to convert from world space coordinates to screen space coordinates. I have the following code to transform my object position Vector3 screenSpacePoint = Vector3.Transform(object.WorldPosition, camera.ViewProjectionMatrix); The value does not appear to be in screen space coordinates and is not limited to a [-1, 1] range. What step have I missed out in the conversion process? EDIT: Projection Matrix Perspective(game.GraphicsDevice.Viewport.AspectRatio, nearClipPlaneZ, farClipPlaneZ); private void Perspective(float aspect_Ratio, float z_NearClipPlane, float z_FarClipPlane) { nearClipPlaneZ = z_NearClipPlane; farClipPlaneZ = z_FarClipPlane; float yZoom = 1f / (float)Math.Tan(fov * 0.5f); float xZoom = yZoom / aspect_Ratio; matrix_Projection.M11 = xZoom; matrix_Projection.M12 = 0f; matrix_Projection.M13 = 0f; matrix_Projection.M14 = 0f; matrix_Projection.M21 = 0f; matrix_Projection.M22 = yZoom; matrix_Projection.M23 = 0f; matrix_Projection.M24 = 0f; matrix_Projection.M31 = 0f; matrix_Projection.M32 = 0f; matrix_Projection.M33 = z_FarClipPlane / (nearClipPlaneZ - farClipPlaneZ); matrix_Projection.M34 = -1f; matrix_Projection.M41 = 0f; matrix_Projection.M42 = 0f; matrix_Projection.M43 = (nearClipPlaneZ * farClipPlaneZ) / (nearClipPlaneZ - farClipPlaneZ); matrix_Projection.M44 = 0f; } View Matrix // Make our view matrix Matrix.CreateFromQuaternion(ref orientation, out matrix_View); matrix_View.M41 = -Vector3.Dot(Right, position); matrix_View.M42 = -Vector3.Dot(Up, position); matrix_View.M43 = Vector3.Dot(Forward, position); matrix_View.M44 = 1f; // Create the combined view-projection matrix Matrix.Multiply(ref matrix_View, ref matrix_Projection, out matrix_ViewProj); // Update the bounding frustum boundingFrustum.SetMatrix(matrix_ViewProj);

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  • How do I implement a Bullet Physics CollisionObject that represents my cube like terrain?

    - by Byte56
    I've successfully integrated the Bullet Physics library into my entity/component system. Entities can collide with each other. Now I need to enable them to collide with the terrain, which is finite and cube-like (think InfiniMiner or it's clone Minecraft). I only started using the Bullet Physics library yesterday, so perhaps I'm missing something obvious. So far I've extended the RigidBody class to override the checkCollisionWith(CollisionObject co) function. At the moment it's just a simple check of the origin, not using the other shape. I'll iterate on that later. For now it looks like this: @Override public boolean checkCollideWith(CollisionObject co) { Transform t = new Transform(); co.getWorldTransform(t); if(COLONY.SolidAtPoint(t.origin.x, t.origin.y,t.origin.z)){ return true; } return false; } This works great, as far as detecting when collisions happen. However, this doesn't handle the collision response. It seems that the default collision response is to move the colliding objects outside of each others shapes, possibly their AABBs. At the moment the shape of the terrain is just a box the size of the world. This means the entities that collide with the terrain just shoot away to outside that world size box. So it's clear that I either need to modify the collision response or I need to create a shape that conforms directly to the shape of the terrain. So which option is best and how do I go about implementing it? It should be noted that the terrain is dynamic and frequently modified by the player.

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  • Camera wont stay behind model after pitch, then rotation

    - by ChocoMan
    I have a camera position behind a model. Currently, if I push the left thumbstick making my model move forward, backward, or strafe, the camera stays with the model. If I push the right thumbstick left or right, the model rotates in those directions fine along with the camera rotating while maintaining its position relatively behind the model. But when I pitch the model up or down, then rotate the model afterwards, the camera moves slightly rotates in a clock-like fashion behind the model. If I do a few rotations of the model and try to pitch the camera, the camera will eventually be looking at the side, then eventually the front of the model while also rotating in a clock-like fashion. My question is, how do I keep the camera to pitch up and down behind the model no matter how much the model has rotated? Here is what I got: // Rotates model and pitches camera on its own axis public void modelRotMovement(GamePadState pController) { // Rotates Camera with model Yaw = pController.ThumbSticks.Right.X * MathHelper.ToRadians(angularSpeed); // Pitches Camera around model Pitch = pController.ThumbSticks.Right.Y * MathHelper.ToRadians(angularSpeed); AddRotation = Quaternion.CreateFromYawPitchRoll(Yaw, 0, 0); ModelLoad.MRotation *= AddRotation; MOrientation = Matrix.CreateFromQuaternion(ModelLoad.MRotation); } // Orbit (yaw) Camera around with model (only seeing back of model) public void cameraYaw(Vector3 axisYaw, float yaw) { ModelLoad.CameraPos = Vector3.Transform(ModelLoad.CameraPos - ModelLoad.camTarget, Matrix.CreateFromAxisAngle(axisYaw, yaw)) + ModelLoad.camTarget; } // Raise camera above or below model's shoulders public void cameraPitch(Vector3 axisPitch, float pitch) { ModelLoad.CameraPos = Vector3.Transform(ModelLoad.CameraPos - ModelLoad.camTarget, Matrix.CreateFromAxisAngle(axisPitch, pitch)) + ModelLoad.camTarget; } // Call in update method public void updateCamera() { cameraYaw(Vector3.Up, Yaw); cameraPitch(Vector3.Right, Pitch); } NOTE: I tried to use addPitch just like addRotation but it didn't work...

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  • Obtaining a world point from a screen point with an orthographic projection

    - by vargonian
    I assumed this was a straightforward problem but it has been plaguing me for days. I am creating a 2D game with an orthographic camera. I am using a 3D camera rather than just hacking it because I want to support rotating, panning, and zooming. Unfortunately the math overwhelms me when I'm trying to figure out how to determine if a clicked point intersects a bounds (let's say rectangular) in the game. I was under the impression that I could simply transform the screen point (the clicked point) by the inverse of the camera's View * Projection matrix to obtain the world coordinates of the clicked point. Unfortunately this is not the case at all; I get some point that seems to be in some completely different coordinate system. So then as a sanity check I tried taking an arbitrary world point and transforming it by the camera's View*Projection matrices. Surely this should get me the corresponding screen point, but even that didn't work, and it is quickly shattering any illusion I had that I understood 3D coordinate systems and the math involved. So, if I could form this into a question: How would I use my camera's state information (view and projection matrices, for instance) to transform a world point to a screen point, and vice versa? I hope the problem will be simpler since I'm using an orthographic camera and can make several assumptions from that. I very much appreciate any help. If it makes a difference, I'm using XNA Game Studio.

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  • Missing z-axis rotation for transforming between two vectors

    - by Steve Baughman
    I'm trying to rotate a cube so that it's facing up, but am getting hung up on the final implementation details. It now reliably will rotate the x,y axis to the correct side, but the z-axis is never rotating (See photos of before and after rotation). When I'm using the code below I always get '0' for my rotationVector.z. What am I missing here? // Define lookAt vector lookAtVector = GLKVector3Make(0,0,1); // Define axes vectors axes[0] = GLKVector3Make(0,0,1); axes[1] = GLKVector3Make(-1,0,0); axes[2] = GLKVector3Make(0,1,0); axes[3] = GLKVector3Make(1,0,0); axes[4] = GLKVector3Make(0,-1,0); axes[5] = GLKVector3Make(0,0,-1); CGFloat highest_dot = -1.0; GLKVector3 closest_axis; for(int i = 0; i < 6; i++) { // multiply cube's axes by existing matrix GLKVector3 axis = GLKMatrix4MultiplyVector3(matrix, axes[i]); CGFloat dot = GLKVector3DotProduct(axis, lookAtVector); if(dot > highest_dot) { closest_axis = axis; highest_dot = dot; } } GLKVector3 rotationVector = GLKVector3CrossProduct(closest_axis, lookAtVector); // Get angle between vectors CGFloat angle = atan2(GLKVector3Length(rotationVector), GLKVector3DotProduct(closest_axis, lookAtVector)); // normalize the rotation vector rotationVector = GLKVector3Normalize(rotationVector); // Create transform CATransform3D rotationTransform = CATransform3DMakeRotation(angle, rotationVector.x, rotationVector.y, rotationVector.z); // add rotation transform to existing transformation baseTransform = CATransform3DConcat(baseTransform, rotationTransform); return baseTransform; Before 3d Rotation After 3d Rotation Implementation based on this post

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  • Scale a game object to Bounds

    - by Spikeh
    I'm trying to scale a lot of dynamically created game objects in Unity3D to the bounds of a sphere collider, based on the size of their current mesh. Each object has a different scale and mesh size. Some are bigger than the AABB of the collider, and some are smaller. Here's the script I've written so far: private void ScaleToCollider(GameObject objectToScale, SphereCollider sphere) { var currentScale = objectToScale.transform.localScale; var currentSize = objectToScale.GetMeshHierarchyBounds().size; var targetSize = (sphere.radius * 2); var newScale = new Vector3 { x = targetSize * currentScale.x / currentSize.x, y = targetSize * currentScale.y / currentSize.y, z = targetSize * currentScale.z / currentSize.z }; Debug.Log("{0} Current scale: {1}, targetSize: {2}, currentSize: {3}, newScale: {4}, currentScale.x: {5}, currentSize.x: {6}", objectToScale.name, currentScale, targetSize, currentSize, newScale, currentScale.x, currentSize.x); //DoorDevice_meshBase Current scale: (0.1, 4.0, 3.0), targetSize: 5, currentSize: (2.9, 4.0, 1.1), newScale: (0.2, 5.0, 13.4), currentScale.x: 0.125, currentSize.x: 2.869114 //RedControlPanelForAirlock_meshBase Current scale: (1.0, 1.0, 1.0), targetSize: 5, currentSize: (0.0, 0.3, 0.2), newScale: (147.1, 16.7, 25.0), currentScale.x: 1, currentSize.x: 0.03400017 objectToScale.transform.localScale = newScale; } And the supporting extension method: public static Bounds GetMeshHierarchyBounds(this GameObject go) { var bounds = new Bounds(); // Not used, but a struct needs to be instantiated if (go.renderer != null) { bounds = go.renderer.bounds; // Make sure the parent is included Debug.Log("Found parent bounds: " + bounds); //bounds.Encapsulate(go.renderer.bounds); } foreach (var c in go.GetComponentsInChildren<MeshRenderer>()) { Debug.Log("Found {0} bounds are {1}", c.name, c.bounds); if (bounds.size == Vector3.zero) { bounds = c.bounds; } else { bounds.Encapsulate(c.bounds); } } return bounds; } After the re-scale, there doesn't seem to be any consistency to the results - some objects with completely uniform scales (x,y,z) seem to resize correctly, but others don't :| Its one of those things I've been trying to fix for so long I've lost all grasp on any of the logic :| Any help would be appreciated!

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  • Handy Tool for Code Cleanup: Automated Class Element Reordering

    - by Geertjan
    You're working on an application and this thought occurs to you: "Wouldn't it be cool if I could define rules specifying that all static members, initializers, and fields should always be at the top of the class? And then, whenever I wanted to, I'd start off a process that would actually do the reordering for me, moving class elements around, based on the rules I had defined, automatically, across one or more classes or packages or even complete code bases, all at the same time?" Well, here you go: That's where you can set rules for the ordering of your class members. A new hint (i.e., new in NetBeans IDE 7.3), which you need to enable yourself because by default it is disabled, let's the IDE show a hint in the Java Editor whenever there's code that isn't ordered according to the rules you defined: The first element in a file that the Java Editor identifies as not matching your rules gets a lightbulb hint shown in the left sidebar: Then, when you click the lightbulb, automatically the file is reordered according to your defined rules. However, it's not much fun going through each file individually to fix class elements as shown above. For that reason, you can go to "Refactor | Inspect and Transform". There, in the "Inspect and Transform" dialog, you can choose the hint shown above and then specify that you'd like it to be applied to a scope of your choice, which could be a file, a package, a project, combinations of these, or all of the open projects, as shown below: Then, when Inspect is clicked, the Refactoring window shows all the members that are ordered in ways that don't conform to your rules: Click "Do Refactoring" above and, in one fell swoop, all the class elements within the selected scope are ordered according to your rules.

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  • Problem with DirectX scene-graph

    - by Alex
    I'm trying to implement a basic scene graph in DirectX using C++. I am using a left child-right sibling binary tree to do this. I'm having trouble updating each node's world transformation relative to its parent (and its parent's parent etc.). I'm struggling to get it to work recursively, though I can get it to work like this: for(int i = 0; i < NUM_OBJECTS; i++) { // Initialize to identity matrix. D3DXMatrixIdentity(&mObject[i].toWorldXForm); int k = i; while( k != -1 ) { mObject[i].toWorldXForm *= mObject[k].toParentXForm; k = mObject[k].parent; } } toWorldXForm is the object's world transform and toParentXForm is the object's transform relative to the parent. I want to do this using a method within my object class (the code above is in my main class). This is what I've tried but it doesn't work (only works with nodes 1 generation away from the root) if (this->sibling != NULL) this->sibling->update(toParentXForm); D3DXMatrixIdentity(&toWorldXForm); this->toWorldXForm *= this->toParentXForm; this->toWorldXForm *= toParentXForm; toParentXForm *= this->toParentXForm; if (this->child != NULL) this->child->update(toParentXForm); Sorry if I've not been clear, please tell me if there's anything else you need to know. I've no doubt it's merely a silly mistake on my part, hopefully an outside view will be able to spot the problem.

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  • Why CFOs Should Care About Big Data

    - by jmorourke
    The topic of “big data” clearly has reached a tipping point in 2012.  With plenty of coverage over the past few years in the IT press, we are now starting to see the topic of “big data” covered in mainstream business press, including a cover story in the October 2012 issue of the Harvard Business Review.  To help customers understand the challenges of managing “big data” as well as the opportunities that can be created by leveraging “big data”, Oracle has recently run and published the results of a customer survey, as well as white papers and articles on this topic.  Most recently, we commissioned a white paper titled “Mastering Big Data: CFO Strategies to Transform Insight into Opportunity”. The premise here is that “big data” is not just a topic that CIOs should pay attention to, but one that CFOs should understand and take advantage of as well.  Clearly, whoever masters the art and science of big data will be positioned for competitive advantage in their industries or markets.  That’s why smart CFOs are taking control of big data and business analytics projects, not just to uncover new ways to drive growth in a slowing global economy, but also to be a catalyst for change in the enterprise.  With an increasing number of CFOs now responsible for overseeing IT investments and providing strategic insight to the board, CFOs will be increasingly called upon to take a leadership role in assessing the value of “big data” initiatives, building on their traditional skills in reporting and helping managers analyze data to support decision making. Here’s a link to the white paper referenced above, which is posted on the Oracle C-Central/CFO web site, as well as some other resources that can help CFOs master the topic of “big data”: White Paper “Mastering Big Data:  CFO Strategies to Transform Insight into Opportunity CFO Market Watch article:  “Does Big Data Affect the CFO?” Oracle Survey Report:  “From Overload to Impact – An Industry Scorecard on Big Data Industry Challenges” Upcoming Big Data Webcast with Andrew McAfee Here’s a general link to Oracle C-Central/CFO in case you want to start there: www.oracle.com/c-central/cfo Feel free to contact me if you have any questions or need additional information:  [email protected]

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  • Physics not synchronizing correctly over the network when using Bullet

    - by Lucas
    I'm trying to implement a client/server physics system using Bullet however I'm having problems getting things to sync up. I've implemented a custom motion state which reads and write the transform from my game objects and it works locally but I've tried two different approaches for networked games: Dynamic objects on the client that are also on the server (eg not random debris and other unimportant stuff) are made kinematic. This works correctly but the objects don't move very smoothly Objects are dynamic on both but after each message from the server that the object has moved I set the linear and angular velocity to the values from the server and call btRigidBody::proceedToTransform with the transform on the server. I also call btCollisionObject::activate(true); to force the object to update. My intent with method 2 was to basically do method 1 but hijacking Bullet to do a poor-man's prediction instead of doing my own to smooth out method 1, but this doesn't seem to work (for reasons that are not 100% clear to me even stepping through Bullet) and the objects sometimes end up in different places. Am I heading in the right direction? Bullet seems to have it's own interpolation code built-in. Can that help me make method 1 work better? Or is my method 2 code not working because I am accidentally stomping that?

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  • BizTalk 2009 - Error when Testing Map with Flat File Source Schema

    - by StuartBrierley
    I have recently been creating some flat file schemas using the BizTalk Server 2009 Flat File Schema Wizard.  I have then been mapping these flat file schemas to a "normal" xml schema format. I have not previsouly had any cause to map flat files and ran into some trouble when testing the first of these flat file maps; with an instance of the flat file as the source it threw an XSL transform error: Test Map.btm: error btm1050: XSL transform error: Unable to write output instance to the following <file:///C:\Documents and Settings\sbrierley\Local Settings\Temp\_MapData\Test Mapping\Test Map_output.xml>. Data at the root level is invalid. Line 1, position 1. Due to the complexity of the map in question I decided to created a small test map using the same source and destination schemas to see if I could pinpoint the problem.  Although the source message instance vaildated correctly against the flat file schema, when I then tested this simplified map I got the same error. After a time of fruitless head scratching and some serious google time I figured out what the problem was. Looking at the map properties I noticed that I had the test map input set to "XML" - for a flat file instance this should be set to "native".

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  • Looking for a small, light scene graph style abstraction lib for shader based OpenGL

    - by Pris
    I'm looking for a 'lean and mean' c/c++ scene graph library for OpenGL that doesn't use any deprecated functionality. It should be cross platform (strictly speaking I just dev on Linux so no love lost if it doesn't work on Windows), and it should be possible to deploy to mobile targets (ie OpenGLES2, and no crazy mandatory dependencies that wouldn't port well to modern mobile frameworks like iOS, Android, etc), with a license that's compatible with closed source software (LGPL or more liberal). Specific nice-to-haves would be: Cameras and Viewers (trackball, fly-by, etc) Object transform hierarchies (if B is a child of A, and you move A, B has the same transform applied to it) Simple animation Scene optimization (frustum culling, use VBOs, minimize state changes, etc) Text I've played around with OpenSceneGraph a lot and it's pretty amazing for fixed function pipeline stuff, but I've had a few of problems using it with the programmable pipeline and after going through their mailing list, it seems several people have had similar issues (going back years). Kitware's VES looks neat (http://www.vtk.org/Wiki/VES), but VES + VTK is pretty heavy. VTK is also typically for analyzing scientific data and I've read that it's not that appropriate for a general use case (not that great at rendering a lot of objects on scene,etc) I'm currently looking at VisualizationLibrary (http://www.visualizationlibrary.org/documentation/pag_gallery.html) which looks like it offers some of the functionality I'd like, but it doesn't explicitly support mobile targets. Other solutions like Ogre, Horde3D, Irrlicht, etc tend to be full on game engines and that's not really what I'm looking for. I'd like some suggestions for other libraries that I may have missed... please note I'm not willing to roll my own solution from scratch.

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  • How do I architect 2 plugins that share a common component?

    - by James
    I have an object that takes in data and spits out a transformed output, called IBaseItem. I also have two parsers, IParserA and IParserB. These parsers transform external data (in format dataA and dataB respectively) to a format usable by my IBaseItem (baseData). I want to create 2 systems, one that works with dataA and one that works with dataB. They will allow the user to enter data and match it to the right plugins/implementations and transform the data to outData. I want to write these traffic cops myself, but have other people provide the parsers and baseitem logic, and and as such am implementing these items as plugins (hence the use of interfaces). Other programmers can choose to implement 1 or both parsers. Q: How should I structure the way base items and parsers are associated, stored, and loaded into each of my programs? Class Relations: What I've Tried: Initially I though there should be a different dll for each of my 2 traffic cops, that each have a parser and baseitem in them. However, the duplication of baseitem logic doesn't seem right (especially if the base item logic changes). I then thought the base items could all have their own dll, and then somehow associate parsers and baseitems (guids?), but I don't know if implementing the overhead id/association is adding too much complexion.

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  • Game Input mouse filtering

    - by aaron
    I'm having a problem with filtering mouse inputs, the method I am doing right know moves the cursor back to the center of the screen each frame. But I cant do this because it messes with other things. Does anyone know how to implement this with delta mouse movement. Here is the relevant code. void update() { static float oldX = 0; static float oldY = 0; static float walkSpeed = .05f; static float sensitivity = 0.002f;//mouse sensitivity static float smooth = 0.7f;//mouse smoothing (0.0 - 0.99) float w = ScreenResolution.x/2.0f; float h = ScreenResolution.y/2.0f; Vec2f scrc(w,h); Vec2f mpos(getMouseX(),getMouseY()); float x = scrc.x-mpos.x; float y = scrc.y-mpos.y; oldX = (oldX*smooth + x*(1.0-smooth)); oldY = (oldY*smooth + y*(1.0-smooth)); x = oldX * sensitivity; y = oldY * sensitivity; camera->rotate(Vec3f(y,0,0)); transform->setRotation(transform->getRotation()*Quaternionf::fromAxisAngle(0.0f,1.0f,0.0f,-x)); setMousePosition((int)scrc.x,(int)scrc.y);//THIS IS THE PROBLEM LINE HOW CAN I AVOID THIS .... }

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