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  • XNA Track rotated pixel positions

    - by jonny adams
    Hi, Im making a game in xna where a tank has to move over a landscape. I need to be able find the bottom of the tank when it is rotated so I can make it move up and down as the player goes over the landscape. for example if i have a sprite at with its top left corner at 400,300 and i rotate it around its center by 45 degrees around its center, how do i find the new locations of the bottom track. Thanks

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  • ideas: per-file authentication in order to download

    - by suIIIha
    i would love to use mod_xsendfile but i live in a shared environment which does not provide such a module. processing large files such as videos through a server-side script and sending it to the browser that way seems to be unacceptable in my case, so i am looking for a way to enable per-file authentication in such a way that is not going to consume resources much. nobody shall know what the actual path is to the file they are downloading. please suggest how to do that.

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  • Image processing: smart solution for converting superixel (128x128 pixel) coordinates needed

    - by zhengtonic
    Hi, i am searching for a smart solution for this problem: A cancer ct picture is stored inside a unsigned short array (1-dimensional). I have the location information of the cancer region inside the picture, but the coordinates (x,y) are in superpixel (128x128 unsigned short). My task is to highlight this region. I already solved this one by converting superpixel coordinates into a offset a can use for the unsigned short array. It works fine but i wonder if there is a smarter way to solve this problem, since my solution needs 3 nested for-loops. Is it possible to access the ushort array "superpixelwise", so i can navigate the ushort array in superpixels. ... // i know this does no work ... just to give you an idea what i was thinking of ... typedef struct { unsigned short[128x128] } spix; spix *spixptr; unsigned short * bufptr = img->getBuf(); spixptr = bufptr; ... best regards, zhengtonic

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  • 2D pixel array rotation and scaling

    - by Betamoo
    Hi I am working on C# program to process images ( given as int[,] ).. So I have 2D array of pixels, and I need to rotate them around a point, then scale them down to fit the original array.. I already found articles about using matrix to transform to a point and rotate then transform back.. What remains is to scale the resultant image to fit an array of original size.. How that can be done? (preferably with 2 equations one for x and one for y ) Thanks in advance

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  • Counting context switches per thread

    - by Sarmun
    Is there a way to see how many context switches each thread generates? (both in and out if possible) Either in X/s, or to let it run and give aggregated data after some time. (either on linux or on windows) I have found only tools that give aggregated context-switching number for whole os or per process. My program makes many context switches (50k/s), probably a lot not necessary, but I am not sure where to start optimizing, where do most of those happen.

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  • Get the number of packages transmitted per connection

    - by Daniel
    How do I get the number of packages transmitted per TCP connection? I am using Java, but i know I will have to fetch the number from the underlying OS, so this quastion applies to Linux and Windows operating systems and will have different answers for each of them, I assume. I need this information to profile the network load of an application which seems to send too many small packages by flushing the socket streams too often.

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  • Setting pixel values in Nvidia NPP ImageCPU objects?

    - by solvingPuzzles
    In the Nvidia Performance Primitives (NPP) image processing examples in the CUDA SDK distribution, images are typically stored on the CPU as ImageCPU objects, and images are stored on the GPU as ImageNPP objects. boxFilterNPP.cpp is an example from the CUDA SDK that uses these ImageCPU and ImageNPP objects. When using a filter (convolution) function like nppiFilter, it makes sense to define a filter as an ImageCPU object. However, I see no clear way setting the values of an ImageCPU object. npp::ImageCPU_32f_C1 hostKernel(3,3); //allocate space for 3x3 convolution kernel //want to set hostKernel to [-1 0 1; -1 0 1; -1 0 1] hostKernel[0][0] = -1; //this doesn't compile hostKernel(0,0) = -1; //this doesn't compile hostKernel.at(0,0) = -1; //this doesn't compile How can I manually put values into an ImageCPU object? Notes: I didn't actually use nppiFilter in the code snippet; I'm just mentioning nppiFilter as a motivating example for writing values into an ImageCPU object. The boxFilterNPP.cpp example doesn't involve writing directly to an ImageCPU object, because nppiFilterBox is a special case of nppiFilter that uses a built-in gaussian smoothing filter (probably something like [1 1 1; 1 1 1; 1 1 1]).

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  • select tag sits one pixel lower in Firefox than it does in Chrome

    - by sepoto
    #allday { width: 180px; height: 20px; margin-top: 2px !important; margin-right: 0px; padding: 0px; -webkit-appearance: menulist; box-sizing: border-box; -webkit-box-align: center; border: 1px solid; border-image: initial; white-space: pre; -webkit-rtl-ordering: logical; color: black; background-color: white; cursor: default; } I inspected the element in both browsers but I'm not really seeing where the discrepancy is. Has anyone been through this before with the select tag?

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  • How do I get FEATURE_LEVEL_9_3 to work with shaders in Direct3D11?

    - by Dominic
    Currently I'm going through some tutorials and learning DX11 on a DX10 machine (though I just ordered a new DX11 compatible computer) by means of setting the D3D_FEATURE_LEVEL_ setting to 10_0 and switching the vertex and pixel shader versions in D3DX11CompileFromFile to "vs_4_0" and "ps_4_0" respectively. This works fine as I'm not using any DX11-only features yet. I'd like to make it compatible with DX9.0c, which naively I thought I could do by changing the feature level setting to 9_3 or something and taking the vertex/pixel shader versions down to 3 or 2. However, no matter what I change the vertex/pixel shader versions to, it always fails when I try to call D3DX11CompileFromFile to compile the vertex/pixel shader files when I have D3D_FEATURE_LEVEL_9_3 enabled. Maybe this is due to the the vertex/pixel shader files themselves being incompatible for the lower vertex/pixel shader versions, but I'm not expert enough to say. My shader files are listed below: Vertex shader: cbuffer MatrixBuffer { matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix; }; struct VertexInputType { float4 position : POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; PixelInputType LightVertexShader(VertexInputType input) { PixelInputType output; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; // Calculate the position of the vertex against the world, view, and projection matrices. output.position = mul(input.position, worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix); // Store the texture coordinates for the pixel shader. output.tex = input.tex; // Calculate the normal vector against the world matrix only. output.normal = mul(input.normal, (float3x3)worldMatrix); // Normalize the normal vector. output.normal = normalize(output.normal); return output; } Pixel Shader: Texture2D shaderTexture; SamplerState SampleType; cbuffer LightBuffer { float4 ambientColor; float4 diffuseColor; float3 lightDirection; float padding; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; float4 LightPixelShader(PixelInputType input) : SV_TARGET { float4 textureColor; float3 lightDir; float lightIntensity; float4 color; // Sample the pixel color from the texture using the sampler at this texture coordinate location. textureColor = shaderTexture.Sample(SampleType, input.tex); // Set the default output color to the ambient light value for all pixels. color = ambientColor; // Invert the light direction for calculations. lightDir = -lightDirection; // Calculate the amount of light on this pixel. lightIntensity = saturate(dot(input.normal, lightDir)); if(lightIntensity > 0.0f) { // Determine the final diffuse color based on the diffuse color and the amount of light intensity. color += (diffuseColor * lightIntensity); } // Saturate the final light color. color = saturate(color); // Multiply the texture pixel and the final diffuse color to get the final pixel color result. color = color * textureColor; return color; }

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  • Getting FEATURE_LEVEL_9_3 to work in DX11

    - by Dominic
    Currently I'm going through some tutorials and learning DX11 on a DX10 machine (though I just ordered a new DX11 compatible computer) by means of setting the D3D_FEATURE_LEVEL_ setting to 10_0 and switching the vertex and pixel shader versions in D3DX11CompileFromFile to "vs_4_0" and "ps_4_0" respectively. This works fine as I'm not using any DX11-only features yet. I'd like to make it compatible with DX9.0c, which naively I thought I could do by changing the feature level setting to 9_3 or something and taking the vertex/pixel shader versions down to 3 or 2. However, no matter what I change the vertex/pixel shader versions to, it always fails when I try to call D3DX11CompileFromFile to compile the vertex/pixel shader files when I have D3D_FEATURE_LEVEL_9_3 enabled. Maybe this is due to the the vertex/pixel shader files themselves being incompatible for the lower vertex/pixel shader versions, but I'm not expert enough to say. My shader files are listed below: Vertex shader: cbuffer MatrixBuffer { matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix; }; struct VertexInputType { float4 position : POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; PixelInputType LightVertexShader(VertexInputType input) { PixelInputType output; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; // Calculate the position of the vertex against the world, view, and projection matrices. output.position = mul(input.position, worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix); // Store the texture coordinates for the pixel shader. output.tex = input.tex; // Calculate the normal vector against the world matrix only. output.normal = mul(input.normal, (float3x3)worldMatrix); // Normalize the normal vector. output.normal = normalize(output.normal); return output; } Pixel Shader: Texture2D shaderTexture; SamplerState SampleType; cbuffer LightBuffer { float4 ambientColor; float4 diffuseColor; float3 lightDirection; float padding; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; float4 LightPixelShader(PixelInputType input) : SV_TARGET { float4 textureColor; float3 lightDir; float lightIntensity; float4 color; // Sample the pixel color from the texture using the sampler at this texture coordinate location. textureColor = shaderTexture.Sample(SampleType, input.tex); // Set the default output color to the ambient light value for all pixels. color = ambientColor; // Invert the light direction for calculations. lightDir = -lightDirection; // Calculate the amount of light on this pixel. lightIntensity = saturate(dot(input.normal, lightDir)); if(lightIntensity > 0.0f) { // Determine the final diffuse color based on the diffuse color and the amount of light intensity. color += (diffuseColor * lightIntensity); } // Saturate the final light color. color = saturate(color); // Multiply the texture pixel and the final diffuse color to get the final pixel color result. color = color * textureColor; return color; }

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  • convert pixels into image

    - by Zeta Op
    what i am trying to do is to convert a pixel from a video cam, into an image to expalin it better imagine a 3d model so.. the pixels would be each polying, and i want to do is to conver each polyigon into an image. what i have so far is this ** import processing.video.*; PImage hoja; Capture cam; boolean uno, dos, tres, cuatro; import ddf.minim.*; Minim minim; AudioPlayer audio; float set; void setup() { //audio minim = new Minim(this); // audio = minim.loadFile("audio"); // audio.loop(); // uno=false; dos=false; tres=false; cuatro=true; size(640, 480); hoja=loadImage("hoja.gif"); cam = new Capture(this, width, height); cam.start(); } void draw() { if (cam.available() == true) { cam.read(); if (uno==true) { filtroUno(); image(cam, 0, 0, 640, 480); } if (dos==true) { filtroDos(); } if(tres==true){ filtroTres(); } if(cuatro==true){ filtroCuatro(); image(cam, set, 0,640,480); } } // The following does the same, and is faster when just drawing the image // without any additional resizing, transformations, or tint. //set(0, 0, cam); } void filtroUno() { cam.loadPixels(); hoja.loadPixels(); for (int i=0;i<cam.pixels.length;i++) { if (brightness(cam.pixels[i])>110) { cam.pixels[i]=color(0, 255, 255); } else { cam.pixels[i]=color(255, 0, 0); } } for (int i=0;i<cam.width;i+=10) { for (int j=0;j<cam.height;j+=10) { int loc=i+(j*cam.width); if (cam.pixels[loc]==color(255, 0, 0)) { for (int x=i;x<i+10;x++) { for (int y=j;y<j+10;y++) { // println("bla"); int locDos=i+(j*cam.width); cam.pixels[locDos]=hoja.get(x, y); } } } } } cam.updatePixels(); } ** the broblem is that each pixel is creating me a matrix, so.. is not recreating what id that to do. i had the method filtroUno but it wasn't showing ok.. and was the result void filtroUno() { cam.loadPixels(); hoja.loadPixels(); for (int i=0;i<cam.pixels.length;i++) { if (brightness(cam.pixels[i])>110) { cam.pixels[i]=color(0, 255, 255); } else { cam.pixels[i]=color(255, 0, 0); } } for (int i=0;i<cam.width;i+=10) { for (int j=0;j<cam.height;j+=10) { int loc=i+j*hoja.width*10; if (cam.pixels[loc]==color(255, 0, 0)) { for (int x=i;x<i+10;x++) { for (int y=j;y<j+10;y++) { // println("bla"); int locDos=x+y*hoja.height*10; cam.pixels[locDos]=hoja.get(x, y); } } } } } cam.updatePixels(); } i hope you can help me thanks note: each red pixel should be the gif image the imge size is 10x10

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  • What file format can represent an uncompressed raster image at 48 or 64 bits per pixel?

    - by finnw
    I am creating screenshots under Windows and using the LockBits function from GDI+ to extract the pixel data, which will then be written to a file. To maximise performance I am also: Using the same PixelFormat as the source bitmap, to avoid format conversion Using the ImageLockModeUserInputBuf flag to extract the pixel data into a pre-allocated buffer This pre-allocated buffer (pointed to by BitmapData::Scan0) is part of a memory-mapped file (to avoid copying the pixel data again.) I will also be writing the code that reads the file, so I can use (or invent) any format I wish. However I would prefer to use a well-known format that existing programs (ideally web browsers) are able to read, because that means I can visually confirm that the images are correct before writing the code for the other program (that reads the image.) I have implemented this successfully for the PixelFormat32bppRGB format, which matches the format of a 32bpp BMP file, so if I extract the pixel data directly into the memory-mapped BMP file and prefix it with a BMP header I get a valid BMP image file that can be opened in Paint and most browsers. Unfortunately one of the machines I am testing on returns pixels in PixelFormat64bppPARGB format (presumably this is influenced by the video adapter driver) and there is no corresponding BMP pixel format for this. Converting to a 16, 24 or 32bpp BMP format slows the program down considerably (as well as being lossy) so I am looking for a file format that can use this pixel format without conversion, so I can extract directly into the memory-mapped file as I have done with the 32bpp format. What raster image file formats support 48bpp and/or 64bpp?

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  • what firefall linux distro applicance could track internet usage per device in my home?

    - by GregH
    Hello, Anyone know of a community edition/open source/free firewall/gateway software product that I could install onto an old PC to act as my firewall/gateway/proxy etc, BUT for which it has the power to track internet usage per device in my home. So: a) Mandatory - Track internet usage for devices on my home network on a per device basis (e.g. various PCs/Xbox etc) b) Mandatory - Report/graph would would give a breakdown of internet usage, per device (e.g. IP address), per day. c) Desirable - as in b) above but per hour d) Desirable - realtime graph (e.g. 5 minute measurement intervals or something) that shows current internet usage per device e) Mandatory - Handles all internal<=internet requests for all protocols (e.g. HTTP, HTTPS, xbox etc) f) Mandatory - No explicit settings in clients required - i.e. Transparent Monitoring concept (for both HTTP and non-HTTP traffic like xbox, skype etc) g) Mandatory - easy "appliance" like installation onto a dedicated low spec PC thanks in advance

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  • what firefall linux distro applicance could track internet usage per device in my home?

    - by GregH
    Hello, Anyone know of a community edition/open source/free firewall/gateway software product that I could install onto an old PC to act as my firewall/gateway/proxy etc, BUT for which it has the power to track internet usage per device in my home. So: a) Mandatory - Track internet usage for devices on my home network on a per device basis (e.g. various PCs/Xbox etc) b) Mandatory - Report/graph would would give a breakdown of internet usage, per device (e.g. IP address), per day. c) Desirable - as in b) above but per hour d) Desirable - realtime graph (e.g. 5 minute measurement intervals or something) that shows current internet usage per device e) Mandatory - Handles all internal<=internet requests for all protocols (e.g. HTTP, HTTPS, xbox etc) f) Mandatory - No explicit settings in clients required - i.e. Transparent Monitoring concept (for both HTTP and non-HTTP traffic like xbox, skype etc) g) Mandatory - easy "appliance" like installation onto a dedicated low spec PC thanks in advance

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  • jquery fullcalendar - viewDisplay to pass selected month to events (reload events per month)

    - by newbieToFullCalendar
    Hi, How can I pass the selected month from viewDisplay to the events function (which is a php call to the DB to load the events)? Only events for one month should get loaded at a time, but I'm afraid of what might happen if the user decides to click 'next' multiple times really quickly... My other option is to load 6 months forward and 6 months backwards of events so when the user moves between months, it would be seamless, but there are at least three events per day everyday so I'm guessing that would take some time to load. $('#calendar').fullCalendar({ theme: true, slotMinutes: 60, defaultView: 'month', lazyFetching: false, viewDisplay: function(view) { document.forms[0].elements['currentMonth'].value = view.title; alert('The new title of the view is ' + document.forms[0].elements['currentMonth'].value); }, events: <?php include('load_json_events.php'); ?> });

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  • SSIS 2008 Rows per batch and Maximum insert commit size

    - by Nissan Fan
    I've got about 100 million rows that I'm moving in SSIS 2008 via a Data Flow Task. It's pretty much a straight table data copy using a Multicast. My question is this: Using the OLE DB Destination Editor I have two options: Rows per batch and Maximum insert commit size. What are good settings for this? I've only been able to find that you are recommended to set Maximum insert commit size to 2147483647 instead of 0, but then tweak both these settings based on testing. I'm curious to find out if anyone has discovered anything useful in their own management of these values.

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  • django modelformset - one form per related table row

    - by Toby
    Hello, I have two models: class Model1(): name = CharField() url = CharField() class Model2(): model1 = ForeignKey(Model1) user = ForeignKey(User) zzz = CharField() There are 5 rows for model1 in the database, these are fixed and will rarely change. I need to display a formset for model2 that allows users to enter the zzz value, the formset must always show one form per row in the model1 table, the label for each form in the formset must be the name of the related model1. If the user deletes a model2 in the formset the next time the page loads it will render an empty zzz value for that form and the user must be able to edit the previous zzz value - meaning it must be pre populated with all model2 rows associated with the user. The idea is to print each row in the model1 table as a form instead of the user selecting the related model1 name in a select box. I know its not that complicated, but I'm seriously stumped and keep going round in circles!! Many thanks in advance. Similar to http://stackoverflow.com/questions/298779/form-or-formset-to-handle-multiple-table-rows-in-django

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  • Database per application VS One big database for all applications

    - by Jorge Vargas
    Hello, I'm designing a few applications that will share 2 or 3 database tables and all of the other tables will be independent of each app. The shared databases contain mostly user information, and there might occur the case where other tables need to be shared, but that's my instinct speaking. I'm leaning over the one database for all applications solution because I want to have referential integrity, and I won't have to keep the same information up to date in each of the databases, but I'm probably going to end with a database of 100+ tables where only groups of ten tables will have related information. The database per application approach helps me keep everything more organized, but I don't know a way to keep the related tables in all databases up to date. So, the basic question is: which of both approaches do you recommend? Thanks, Jorge Vargas.

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  • Multiple delivery confirmations per message with Ruby SMPP

    - by Santiago Palladino
    I am using the ruby smpp library to send/receive SMS. Right now we are sending messages to two different servers, using the ruby-smpp library. One of them works perfectly, but the other one sends multiple DELIVRD confirmations for each messages. And by multiple I mean hundreds of confirmations per message in some cases. Does anyone know any possible reason behind this? I am thinking on something relative to the implementation of the protocol the company is using, since it works perfectly with the other one, and not on the lines of a bug in the specific smpp ruby library. We are using smpp v3.4.

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  • How to use RRDTOOL for one value per day

    - by Octopus
    I have to create a graphical representation for staff salary. The staff is getting there salaries per day and I have there information in below format. This is one month data i.e. 1st March to 31st March <DATE>,<NAME1>,<NAME2>,<NAME3>......<NAME N> YYYY-MM-DD,name1,name2,Name3,.......name4 . . so on.. 1) Is rrdtool a better solution to create graphs and find AVERAGE, MAX, MIN. 2) If yes, How can I use above csv file to create RRD. 3) If no, what else I can use this to automate the graphical information on my website. Any suggestion in perl would be really appreciated.

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