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  • Long html table looses its background image

    - by Alegro
    I have about 7500 (short) text lines in a table cell. The table looses its background image on about 1800th line. Is there a limit about the table's length? Text in the cell stays visible till end, but without background. Table is named #story. #story{ margin-top:15px; border:medium ridge #FFF; border-radius:9px; background-image:url(img/back01.jpg); } Also tried: background: url("img/back01.jpg") repeat; // without result background-color:#FFF; // this works along the whole table. }

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  • SQL Server 2008 - Get Geography From Record

    - by user336786
    Hello, I am new to using the geography types in SQL Server 2008. I have a table in my database called "Location". "Location" has the following columns and types: Location -------- City nvarchar(256) State nvarchar(256) PostalCode nvarchar(25) Latitude decimal(9, 6) Longitude decimal(9, 6) Each Location is related to a Store record in my database. I am trying to find the stores within a 10 mile radius or postal code or city/state that a user enters. To accomplish this, I know that I need to rely on geographies. At this time I have: DECLARE @startingPoint geography; SET @startingPoint=geography::STGeomFromText('POINT(-122.34900 47.65100)', 4326); That gives me the starting point from a hard-coded textual value. However, I do not know how to convert a lat/long from my Location table into a geography instance. How do I convert a lat/long in my database to a geography instance so I can continue to work on my query? Thank you!

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  • How can I round a QWidgets corners?

    - by chacham15
    I am trying to round the corners of the current widget, but it doesnt work, why? PopupWindow::PopupWindow() : QWidget(0) { setWindowFlags( Qt::Tool | Qt::FramelessWindowHint | Qt::WindowSystemMenuHint | Qt::WindowStaysOnTopHint ); this-resize(300, 100); setStyleSheet(".PopupWindow {border-style: outset;border-width: 10px;border-radius:10px;}"); QPushButton *hello = new QPushButton("Hello world!"); hello-setFont(QFont("Times", 18, QFont::Bold)); hello-setGeometry(10, 40, 180, 40); hello-setStyleSheet(""); QVBoxLayout *layout = new QVBoxLayout; layout-addWidget(hello); setLayout(layout); }

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  • How to detect circles accurately

    - by user1767798
    Is there any way to accurately detect circles in opencv? I was using hough transform which give me good result but most of the time, shadow of the object and surrounding,light etc gives bad results, so am looking for options other than hough circles, accurate detection is very important for my project. My basic approach so far is to find some spheres in the image taken in realtime. I am using houghcircle to find the spheres and base later calculations on the radius I am getting from that. If the background is plain and nothing the sphere detect without problem, however if I am taking that image in my room where the background will have other objects it's often difficult to detect. So am looking for some other approach.

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  • How to prompt for input using an existing variable in the prompt.

    - by ldigas
    I'm trying to ask the user for a value of some variable, but at the same time, showing him the last value used (at the termination of the program, the values are saved to a file, and loaded at the start of the program). Something like this: Enter new radius value (R=12.6) : ... user enters 12.7 ... Enter new pi value (pi=3.14) : Enter new height value (h=30.0) : Usually I would write the first one with write statement, then read the new one (in Fortran, for example). In MATLAB however, I don't know how to write something out with input statement. Are there some other statements for getting input ?

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  • Cone-Line Segment Intersection 2D

    - by nophnoph
    Hi everyone, I would like to know is there any way to determine if a cone is intersecting with a (finite)line segment. The cone actually a circle located at P(x,y) with theta degree field of view and radius r. The simple visualization can be found here (sorry i can't post the picture here) I'm trying to do it in C# but I don't have any idea how to that, so for now this is what I'm doing : Check if the line segment is intersecting with the circle If the line segment is intersecting with the circle then I check every single point in the line segment using a function I found here. But I don't think this is the best way to do it. Does anyone have an idea? For additional info, I need this function to make some kind of simple vision simulator. Thanks in advance :)

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  • multiple box-shadows not rendering

    - by sico87
    I am trying to give a text input a drop-shadow & a inner shadow, using CSS3 and box-shadow, you can see my code here, .text { width:388px; line-height:37px; height:37px; box-shadow:inset 0px 4px 4px rgba(193, 209, 230, 0.58), 0px 2px 2px, rgba(255, 255, 255, 0.75); border-radius:10px; background:#cdd6e6; border:0 none; } ? ? http://jsfiddle.net/3CBrm/ However my box-shadow rules are just being ignored, what am I doing wrong?

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  • Constructors with inheritance in c++

    - by Crystal
    If you have 3 classes, with the parent class listed first shape- 2d shapes, 3d shapes - circle, sphere When you write your constructor for the circle class, would you ever just initialize the parent Shape object and then your current object, skipping the middle class. It seems to me you could have x,y coordinates for Shape and initialize those in the constructor, and initialize a radius in the circle or sphere class, but in 2d or 3d shape classes, I wouldn't know what to put in the constructor since it seems like it would be identical to shape. So is something like this valid Circle::Circle(int x, int y, int r) : Shape(x, y), r(r) {} I get a compile error of: illegal member initialization: 'Shape' is not a base or member So I wasn't sure if my code was legal or best practice even. Or if instead you'd have the middle class just do what the top level Shape class does TwoDimensionalShape::TwoDimensionalShape(int x, int y) : Shape (x, y) {} and then in the Circle class Circle::Circle(int x, int y, int r) : TwoDimensionalShape(x, y), r(r) {}

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  • How to write a variable with input ?

    - by ldigas
    the title is somewhat vague, so let me explain I'm trying to ask the user for a value of some variable, but at the same time, showing him the last value used (at the termination of the program, the values are saved to a file, and loaded at the start of the program). Something like this: Enter new radius value (R=12.6) : ... user enters 12.7 ... Enter new pi value (pi=3.14) : Enter new height value (h=30.0) : Usually I would write the first one with write statement, then read the new one (in fortran, for example). In matlab however, I don't know how to write something out with input statement. Are there some other statements for getting input ? All your thoughts on the subject appreciated.

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  • Unordered list navigation - hovered element moves 1px left

    - by rodrigo
    I have unordered list navigation like this. When anchor is hovered navigation list moves 1px left. How to fix that ? Here is my code <ul id="nav"> <li><a href="#">First</a></li> <li><a href="#">Second</a></li> <li><a href="#">Third</a></li> </li> Here is my css: ul#nav li { float: left; margin: 0; padding: 0; } ul#nav li a:hover { -moz-border-radius:3px; border: 1px solid #ccc; }

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  • Centre of a circle that intersects two points

    - by Jason
    Given two points in a 2D plane, and a circle of radius r that intersects both of those points, what would be the formula to calculate the centre of that circle? I realise there would two places the circle can be positioned. I would want the circle whose centre is encountered first in a clockwise direction when sweeping the line that joins the two points around one of those points, starting from an arbitrary angle. I guess that is the next stage in my problem, after I find an answer for the first part. I'm hoping the whole calculation can be done without trigonometry for speed. I'm starting with integer coordinates and will end with integer coordinates, if that helps.

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  • Image-free, custom-styled search bar

    - by Jon
    I'm working with the designer and he sent me the following design for the search bar on our webpage: I'm very much against using images in webpage design unless completely necessary, so I'm hoping that I can recreate the whole search bar widget in CSS. I know how to do border-radius, gradients, box-shadows, etc, so that's not a problem. Question: Assuming CSS3 browser compatibility, how can I go about recreating the actual search button (the magnifying glass portion) with the double curved edge, and the slight drop shadow on the bottom left? Thoughts: My initial feeling was that the search button would be circular and free-standing, then overlap the search input div with a negative left-margin, but then I was unsure how I would get that drop shadow. Edit: I'm not completely opposed to using an image for the magnifying glass, but I've seen a similar icon created in CSS before. Would an image vs. pure CSS end up loading at the same speed, or should I do all I can do in pure CSS?

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  • css issue when resize windows

    - by zlippr
    hi i am having issue with css as when i resize the windows the div is not placed properly as below this is css involving the div .similar_story_block_form { background-color: white; border: 1px solid #CCCCCC; border-radius: 0 0 12px 12px; box-shadow: 0 4px 14px 0 rgba(0, 0, 0, 0.8); font-size: 13px; left: 337px; position: absolute; top: 105px; width: 337px; z-index: 100; } currently i use chrome which give me the same issue. What am i missing here? Thank for your help

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  • How can I create a single HTTP Get request for iPhone?

    - by Mph2
    Hi guys! First of all, sorry for my posibly bad english... I got a surely big stupid question... In my enterprise have an automatic door system, that is opened with a HTTP GET request to a file. Example: http://ipaddress/rc.cgi?o=1,50 Where the o=number indicates the amount of seconds that the automatic door will run. The is no need for authentification or nothing (that is made by LAN Radius). So, the question is... How can I make a single button (for example in the springboard) that when you touch it, runs the GET request? You thing that it should be possible with NSURLConection ? Thanks for all

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  • Vertical circular motion : time(x/y) versus velocity equation

    - by adeeti
    Hi, I wanted to simulate the following through animation : A ball starts with a certain velocity at the bottom most point of a vertical circular loop and keeps rolling in it until its velocity permits. For this, I wanted to find velocity/x/y vs. time equation. For e.g. if the ball had mass : 5Kg, radius of the circular loop = 10m, and initial velocity of the ball is 200 m/s, what will its velocity and (x,y) position be after 5 seconds? thanks.

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  • Graphics Question: How do I restrict the mouse cursor to within a circle?

    - by Dan
    I'm playing with XNA. When I click the left mouse button, I record the X,Y co-ordinates. Keeping the mouse button held down, moving the mouse draws a line from this origin to the current mouse position. I've offset this into the middle of the window. Now, what I'd like to do is restrict the mouse cursor to within a circle (with a radius of N, centred on the middle of the screen). Restricting the mouse to a rectangular region is easy enough (by adjusting the origin by the difference of the mouse position and the size of the region), but I haven't a clue on how to start doing it for a circular region. Can anyone explain how to do this? Any advice on where to start would be helpful.

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  • Problem with non-copyable classes

    - by DeadMG
    I've got some non-copyable classes. I don't invoke any of the copy operators or constructor, and this code compiles fine. But then I upgraded to Visual Studio 2010 Ultimate instead of Professional. Now the compiler is calling the copy constructor- even when the move constructor should be invoked. For example, in the following snippet: inline D3D9Mesh CreateSphere(D3D9Render& render, float radius, float slices) { D3D9Mesh retval(render); /* ... */ return std::move(retval); } Error: Cannot create copy constructor, because the class is non-copyable. However, I quite explicitly moved it.

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  • Do something when phone reaches a set of location?

    - by Pentium10
    I have a list of coordinates in the database identified as POI. For a city could be 100 records. I would like to get notified when the phone gets in 150 meters range of one of the location. The location coordinates too has an error/radius, usually 10 to 100meters. Since I don't find it good to add each location(could be hundreds) for a trigger, how can I optimize the wake-up code? Also do I have options to remove a previously setup notification from the queue?

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  • Silverlight Cream for June 15, 2010 -- #882

    - by Dave Campbell
    In this Issue: Colin Eberhardt Zoltan Arvai, Marcel du Preez, Mark Tucker, John Papa, Phil Middlemiss, Andy Beaulieu, and Chad Campbell. From SilverlightCream.com: Throttling Silverlight Mouse Events to Keep the UI Responsive Colin Eberhardt sent me this link to his latest at Scott Logic... about how to throttle Silverlight -- no not that, you'd have to go to one of the *other* blogs for that :) ... this is throttling the mouse, particularly the mouse wheel to keep the UI from freezing up ... check out the demos, you'll want to read the code Data Driven Applications with MVVM Part I: The Basics Zoltan Arvai started a series of tutorials on Data-Driven Applications with MVVM at SilverlightShow... this is number 1, and it looks like it's going to be a good series to read. Red-To-Green scale using an IValueConverter Marcel du Preez has an interesting post up at SilverlightShow using an IValueConverter to do a red/yellow/green progress bar ... this is pretty cool. Infragistics XamWebOutlookBar & Caliburn With assistance from Rob Eisenburg, Mark Tucker was able to build a Caliburn sample including the Infragistics XamWebOutlookBar, and he's sharing his experience (and code) with all of us. Printing Tip – Handling User Initiated Dialogs Exceptions John Papa responded to a common printing problem by writing it up in his blog. Note this problem quite often appears during debug, so check it out... John also has a quick tip on an update to the PrintAPI in Silverlight 4. Automatic Rectangle Radius X and Y Phil Middlemiss has another great Blend post up -- this one on rounding off buttons... they look great to me, but he's looking for advice -- how about that Phil? They look great to me :) WP7 Back Button in Games Planning on selling 'stuff' in the Windows Phone Marketplace? Are you familiar with the required use of the Back Button? How about in a game? ... Andy Beaulieu discusses all this and has some code you'll want to use. Windows Phone 7 – Call Phone Number from HyperlinkButton Chad Campbell [no relation :) ] is discussing dialing a number from a hyperlink in WP7 - oh yeah, it's a phone as well :) -- I think I've only seen a number attempt to be called -- hmm... and we're not yet either because we all have emulators, but this is a good intro to the functionality for when we may actually have devices! Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • RTS Movement + Navigation + Destination

    - by Oliver Jones
    I'm looking into building my own simple RTS game, and I'm trying to get my head around the movement of single, and multi selected units. (Developing in Unity) After much research, I now know that its a bigger task than I thought. So I need to break it down. I already have an A* navigation system with static obstacles taken into account. I don't want to worry about dynamic local avoidance right now. So I guess my first break down question would be: How would I go about moving mutli units to the same location. Right now - my units move to the location, but because they're all told to go to the same location, they start to 'fight' over one another to get there. I think theres two paths to go down: 1) Give each individual unit a separate destination point that is close to the 'master' destination point - and get the units to move to that. 2) Group my selected units in a flock formation, and move that entire flock group towards the destination point. Question about each path: 1a) How can I go about finding a suitable destination point that is close to the master destination? What happens if there isn't a suitable destination point? 1b) Would this be more CPU heavy? As it has to compute a path for each unit? (40 unit count). 2a) Is this a good idea? Not giving the units themselves a destination, but instead the flock (which holds the units within). The units within the flock could then maintain a formation (local avoidance) - though, again local avoidance is not an issue at this current time. 2b) Not sure what results I would get if I have a flock of 5 units, or a flock of 40 units, as the radius would be greater - which might mess up my A* navigation system. In other words: A flock of 2 units will be able to move down an alleyway, but a flock of 40 wont. But my nav system won't take that into account. I would appreciate any feedback. Kind regards, Ollie Jones

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  • Texture mapping on gluDisk

    - by Marnix
    I'm trying to map a brick texture on the edge of a fountain and I'm using gluDisk for that. How can I make the right coordinates for the disk? My code looks like this and I have only found a function that takes the texture along with the camera. I want the cubic texture to be alongside of the fountain, but gluDisk does a linear mapping. How do I get a circular mapping? void Fountain::Draw() { glPushMatrix(); // push 1 this->ApplyWorldMatrixGL(); glEnable(GL_TEXTURE_2D); // enable texturing glPushMatrix(); // push 2 glRotatef(90,-1,0,0); // rotate 90 for the quadric // also drawing more here... // stone texture glBindTexture(GL_TEXTURE_2D, texIDs[0]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glPushMatrix(); // push 3 glTranslatef(0,0,height); // spherical texture generation // this piece of code doesn't work as I intended glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); glEnable(GL_TEXTURE_GEN_S); glEnable(GL_TEXTURE_GEN_T); GLUquadric *tub = gluNewQuadric(); gluQuadricTexture(tub, GL_TRUE); gluDisk(tub, radius, outerR, nrVertices, nrVertices); gluDeleteQuadric(tub); glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); glPopMatrix(); // pop 3 // more drawing here... glPopMatrix(); // pop 2 // more drawing here... glPopMatrix(); // pop 1 } To refine my question a bit. This is an image of what it is at default (left) and of what I want (right). The texture should fit in the border of the disk, a lot of times. If this is possible with the texture matrix, than that's fine with me as well.

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  • Solaris Tips : Assembler, Format, File Descriptors, Ciphers & Mount Points

    - by Giri Mandalika
    .roundedcorner { border:1px solid #a1a1a1; padding:10px 40px; border-radius:25px; } .boxshadow { padding:10px 40px; box-shadow: 10px 10px 5px #888888; } 1. Most Oracle software installers need assembler Assembler (as) is not installed by default on Solaris 11.      Find and install eg., # pkg search assembler INDEX ACTION VALUE PACKAGE pkg.fmri set solaris/developer/assembler pkg:/developer/[email protected] # pkg install pkg:/developer/assembler Assembler binary used to be under /usr/ccs/bin directory on Solaris 10 and prior versions.      There is no /usr/ccs/bin on Solaris 11. Contents were moved to /usr/bin 2. Non-interactive retrieval of the entire list of disks that format reports If the format utility cannot show the entire list of disks in a single screen on stdout, it shows some and prompts user to - hit space for more or s to select - to move to the next screen to show few more disks. Run the following command(s) to retrieve the entire list of disks in a single shot. format 3. Finding system wide file descriptors/handles in use Run the following kstat command as any user (privileged or non-privileged). kstat -n file_cache -s buf_inuse Going through /proc (process filesystem) is less efficient and may lead to inaccurate results due to the inclusion of duplicate file handles. 4. ssh connection to a Solaris 11 host fails with error Couldn't agree a client-to-server cipher (available: aes128-ctr,aes192-ctr,aes256-ctr,arcfour128,arcfour256,arcfour) Solution: add 3des-cbc to the list of accepted ciphers to sshd configuration file. Steps: Append the following line to /etc/ssh/sshd_config Ciphers aes128-ctr,aes192-ctr,aes256-ctr,arcfour128,arcfour256,\ arcfour,3des-cbc Restart ssh daemon svcadm -v restart ssh 5. UFS: Finding the last mount point for a device fsck utility reports the last mountpoint on which the filesystem was mounted (it won't show the mount options though). The filesystem should be unmounted when running fsck. eg., # fsck -n /dev/dsk/c0t5000CCA0162F7BC0d0s6 ** /dev/rdsk/c0t5000CCA0162F7BC0d0s6 (NO WRITE) ** Last Mounted on /export/oracle ** Phase 1 - Check Blocks and Sizes ... ...

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  • Ball bouncing at a certain angle and efficiency computations

    - by X Y
    I would like to make a pong game with a small twist (for now). Every time the ball bounces off one of the paddles i want it to be under a certain angle (between a min and a max). I simply can't wrap my head around how to actually do it (i have some thoughts and such but i simply cannot implement them properly - i feel i'm overcomplicating things). Here's an image with a small explanation . One other problem would be that the conditions for bouncing have to be different for every edge. For example, in the picture, on the two small horizontal edges i do not want a perfectly vertical bounce when in the middle of the edge but rather a constant angle (pi/4 maybe) in either direction depending on the collision point (before the middle of the edge, or after). All of my collisions are done with the Separating Axes Theorem (and seem to work fine). I'm looking for something efficient because i want to add a lot of things later on (maybe polygons with many edges and such). So i need to keep to a minimum the amount of checking done every frame. The collision algorithm begins testing whenever the bounding boxes of the paddle and the ball intersect. Is there something better to test for possible collisions every frame? (more efficient in the long run,with many more objects etc, not necessarily easy to code). I'm going to post the code for my game: Paddle Class public class Paddle : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private bool keybEnabled; private bool isLeftPaddle; private Texture2D paddleSprite; private Vector2 paddlePosition; private float paddleSpeedY; private Vector2 paddleScale = new Vector2(1f, 1f); private const float DEFAULT_Y_SPEED = 150; private Vector2[] Normals2Edges; private Vector2[] Vertices = new Vector2[4]; private List<Vector2> lst = new List<Vector2>(); private Vector2 Edge; #endregion #region Properties public float Speed { get {return paddleSpeedY; } set { paddleSpeedY = value; } } public Vector2[] Normal2EdgesVector { get { NormalsToEdges(this.isLeftPaddle); return Normals2Edges; } } public Vector2[] VertexVector { get { return Vertices; } } public Vector2 Scale { get { return paddleScale; } set { paddleScale = value; NormalsToEdges(this.isLeftPaddle); } } public float X { get { return paddlePosition.X; } set { paddlePosition.X = value; } } public float Y { get { return paddlePosition.Y; } set { paddlePosition.Y = value; } } public float Width { get { return (Scale.X == 1f ? (float)paddleSprite.Width : paddleSprite.Width * Scale.X); } } public float Height { get { return ( Scale.Y==1f ? (float)paddleSprite.Height : paddleSprite.Height*Scale.Y ); } } public Texture2D GetSprite { get { return paddleSprite; } } public Rectangle Boundary { get { return new Rectangle((int)paddlePosition.X, (int)paddlePosition.Y, (int)this.Width, (int)this.Height); } } public bool KeyboardEnabled { get { return keybEnabled; } } #endregion private void NormalsToEdges(bool isLeftPaddle) { Normals2Edges = null; Edge = Vector2.Zero; lst.Clear(); for (int i = 0; i < Vertices.Length; i++) { Edge = Vertices[i + 1 == Vertices.Length ? 0 : i + 1] - Vertices[i]; if (Edge != Vector2.Zero) { Edge.Normalize(); //outer normal to edge !! (origin in top-left) lst.Add(new Vector2(Edge.Y, -Edge.X)); } } Normals2Edges = lst.ToArray(); } public float[] ProjectPaddle(Vector2 axis) { if (Vertices.Length == 0 || axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, Vertices[0]); max = min; for (int i = 1; i < Vertices.Length; i++) { float p = Vector2.Dot(axis, Vertices[i]); if (p < min) min = p; else if (p > max) max = p; } return (new float[2] { min, max }); } public Paddle(Game game, bool isLeftPaddle, bool enableKeyboard = true) : base(game) { contentManager = new ContentManager(game.Services); keybEnabled = enableKeyboard; this.isLeftPaddle = isLeftPaddle; } public void setPosition(Vector2 newPos) { X = newPos.X; Y = newPos.Y; } public override void Initialize() { base.Initialize(); this.Speed = DEFAULT_Y_SPEED; X = 0; Y = 0; NormalsToEdges(this.isLeftPaddle); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleSprite = contentManager.Load<Texture2D>(@"Content\pongBar"); } public override void Update(GameTime gameTime) { //vertices array Vertices[0] = this.paddlePosition; Vertices[1] = this.paddlePosition + new Vector2(this.Width, 0); Vertices[2] = this.paddlePosition + new Vector2(this.Width, this.Height); Vertices[3] = this.paddlePosition + new Vector2(0, this.Height); // Move paddle, but don't allow movement off the screen if (KeyboardEnabled) { float moveDistance = Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState newKeyState = Keyboard.GetState(); if (newKeyState.IsKeyDown(Keys.Down) && Y + paddleSprite.Height + moveDistance <= Game.GraphicsDevice.Viewport.Height) { Y += moveDistance; } else if (newKeyState.IsKeyDown(Keys.Up) && Y - moveDistance >= 0) { Y -= moveDistance; } } else { if (this.Y + this.Height > this.GraphicsDevice.Viewport.Height) { this.Y = this.Game.GraphicsDevice.Viewport.Height - this.Height - 1; } } base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(SpriteSortMode.Texture,null); spriteBatch.Draw(paddleSprite, paddlePosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Ball Class public class Ball : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private const float DEFAULT_SPEED = 50; private float speedIncrement = 0; private Vector2 ballScale = new Vector2(1f, 1f); private const float INCREASE_SPEED = 50; private Texture2D ballSprite; //initial texture private Vector2 ballPosition; //position private Vector2 centerOfBall; //center coords private Vector2 ballSpeed = new Vector2(DEFAULT_SPEED, DEFAULT_SPEED); //speed #endregion #region Properties public float DEFAULTSPEED { get { return DEFAULT_SPEED; } } public Vector2 ballCenter { get { return centerOfBall; } } public Vector2 Scale { get { return ballScale; } set { ballScale = value; } } public float SpeedX { get { return ballSpeed.X; } set { ballSpeed.X = value; } } public float SpeedY { get { return ballSpeed.Y; } set { ballSpeed.Y = value; } } public float X { get { return ballPosition.X; } set { ballPosition.X = value; } } public float Y { get { return ballPosition.Y; } set { ballPosition.Y = value; } } public Texture2D GetSprite { get { return ballSprite; } } public float Width { get { return (Scale.X == 1f ? (float)ballSprite.Width : ballSprite.Width * Scale.X); } } public float Height { get { return (Scale.Y == 1f ? (float)ballSprite.Height : ballSprite.Height * Scale.Y); } } public float SpeedIncreaseIncrement { get { return speedIncrement; } set { speedIncrement = value; } } public Rectangle Boundary { get { return new Rectangle((int)ballPosition.X, (int)ballPosition.Y, (int)this.Width, (int)this.Height); } } #endregion public Ball(Game game) : base(game) { contentManager = new ContentManager(game.Services); } public void Reset() { ballSpeed.X = DEFAULT_SPEED; ballSpeed.Y = DEFAULT_SPEED; ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } public void SpeedUp() { if (ballSpeed.Y < 0) ballSpeed.Y -= (INCREASE_SPEED + speedIncrement); else ballSpeed.Y += (INCREASE_SPEED + speedIncrement); if (ballSpeed.X < 0) ballSpeed.X -= (INCREASE_SPEED + speedIncrement); else ballSpeed.X += (INCREASE_SPEED + speedIncrement); } public float[] ProjectBall(Vector2 axis) { if (axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, this.ballCenter) - this.Width/2; //center - radius max = min + this.Width; //center + radius return (new float[2] { min, max }); } public void ChangeHorzDirection() { ballSpeed.X *= -1; } public void ChangeVertDirection() { ballSpeed.Y *= -1; } public override void Initialize() { base.Initialize(); ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); ballSprite = contentManager.Load<Texture2D>(@"Content\ball"); } public override void Update(GameTime gameTime) { if (this.Y < 1 || this.Y > GraphicsDevice.Viewport.Height - this.Height - 1) this.ChangeVertDirection(); centerOfBall = new Vector2(ballPosition.X + this.Width / 2, ballPosition.Y + this.Height / 2); base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(); spriteBatch.Draw(ballSprite, ballPosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Main game class public class gameStart : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; public gameStart() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; this.Window.Title = "Pong game"; } protected override void Initialize() { ball = new Ball(this); paddleLeft = new Paddle(this,true,false); paddleRight = new Paddle(this,false,true); Components.Add(ball); Components.Add(paddleLeft); Components.Add(paddleRight); this.Window.AllowUserResizing = false; this.IsMouseVisible = true; this.IsFixedTimeStep = false; this.isColliding = false; base.Initialize(); } #region MyPrivateStuff private Ball ball; private Paddle paddleLeft, paddleRight; private int[] bit = { -1, 1 }; private Random rnd = new Random(); private int updates = 0; enum nrPaddle { None, Left, Right }; private nrPaddle PongBar = nrPaddle.None; private ArrayList Axes = new ArrayList(); private Vector2 MTV; //minimum translation vector private bool isColliding; private float overlap; //smallest distance after projections private Vector2 overlapAxis; //axis of overlap #endregion protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleLeft.setPosition(new Vector2(0, this.GraphicsDevice.Viewport.Height / 2 - paddleLeft.Height / 2)); paddleRight.setPosition(new Vector2(this.GraphicsDevice.Viewport.Width - paddleRight.Width, this.GraphicsDevice.Viewport.Height / 2 - paddleRight.Height / 2)); paddleLeft.Scale = new Vector2(1f, 2f); //scale left paddle } private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] <= circle[0] || circle[1] <= pad[0]) { return false; } if (pad[1] - circle[0] < circle[1] - pad[0]) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax; } } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * overlap; } return true; } protected override void Update(GameTime gameTime) { updates += 1; float ftime = 5 * (float)gameTime.ElapsedGameTime.TotalSeconds; if (updates == 1) { isColliding = false; int Xrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; int Yrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; ball.SpeedX = Xrnd * ball.SpeedX; ball.SpeedY = Yrnd * ball.SpeedY; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } else { updates = 100; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } //autorun :) paddleLeft.Y = ball.Y; //collision detection PongBar = nrPaddle.None; if (ball.Boundary.Intersects(paddleLeft.Boundary)) { PongBar = nrPaddle.Left; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleLeft.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleLeft.VertexVector, ball.ballCenter)); } } else if (ball.Boundary.Intersects(paddleRight.Boundary)) { PongBar = nrPaddle.Right; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleRight.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleRight.VertexVector, ball.ballCenter)); } } if (PongBar != nrPaddle.None && !isColliding) switch (PongBar) { case nrPaddle.Left: if (ShapesIntersect(paddleLeft, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; case nrPaddle.Right: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; default: break; } if (!ShapesIntersect(paddleRight, ball) && !ShapesIntersect(paddleLeft, ball)) isColliding = false; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; //check ball movement if (ball.X > paddleRight.X + paddleRight.Width + 2) { //IncreaseScore(Left); ball.Reset(); updates = 0; return; } else if (ball.X < paddleLeft.X - 2) { //IncreaseScore(Right); ball.Reset(); updates = 0; return; } base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Aquamarine); spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend); spriteBatch.End(); base.Draw(gameTime); } } And one method i've used: public static Vector2 NormAxisFromCircle2ClosestVertex(Vector2[] vertices, Vector2 circle) { Vector2 temp = Vector2.Zero; if (vertices.Length > 0) { float dist = (circle.X - vertices[0].X) * (circle.X - vertices[0].X) + (circle.Y - vertices[0].Y) * (circle.Y - vertices[0].Y); for (int i = 1; i < vertices.Length;i++) { if (dist > (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y)) { temp = vertices[i]; //memorize the closest vertex dist = (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y); } } temp = circle - temp; temp.Normalize(); } return temp; } Thanks in advance for any tips on the 4 issues. EDIT1: Something isn't working properly. The collision axis doesn't come out right and the interpolation also seems to have no effect. I've changed the code a bit: private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] < circle[0] || circle[1] < pad[0]) { return false; } if (Math.Abs(pad[1] - circle[0]) < Math.Abs(circle[1] - pad[0])) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax * (-1); } //to get the proper axis } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * Math.Abs(overlap); } return true; } And part of the Update method: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) { ball.X += MTV.X; ball.Y += MTV.Y; } //test if (overlapAxis.X == 0) //collision with horizontal edge { } else if (overlapAxis.Y == 0) //collision with vertical edge { float factor = Math.Abs(ball.ballCenter.Y - paddleRight.Y) / paddleRight.Height; if (factor > 1) factor = 1f; if (overlapAxis.X < 0) //left edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(-1, -3), new Vector2(-1, 3), factor)))); else //right edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(1, -3), new Vector2(1, 3), factor)))); } else //vertex collision??? { ball.Speed = -ball.Speed; } } What seems to happen is that "overlapAxis" doesn't always return the right one. So instead of (-1,0) i get the (1,0) (this happened even before i multiplied with -1 there). Sometimes there isn't even a collision registered even though the ball passes through the paddle... The interpolation also seems to have no effect as the angles barely change (or the overlapAxis is almost never (-1,0) or (1,0) but something like (0.9783473, 0.02743843)... ). What am i missing here? :(

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  • Windows Azure Recipe: Big Data

    - by Clint Edmonson
    As the name implies, what we’re talking about here is the explosion of electronic data that comes from huge volumes of transactions, devices, and sensors being captured by businesses today. This data often comes in unstructured formats and/or too fast for us to effectively process in real time. Collectively, we call these the 4 big data V’s: Volume, Velocity, Variety, and Variability. These qualities make this type of data best managed by NoSQL systems like Hadoop, rather than by conventional Relational Database Management System (RDBMS). We know that there are patterns hidden inside this data that might provide competitive insight into market trends.  The key is knowing when and how to leverage these “No SQL” tools combined with traditional business such as SQL-based relational databases and warehouses and other business intelligence tools. Drivers Petabyte scale data collection and storage Business intelligence and insight Solution The sketch below shows one of many big data solutions using Hadoop’s unique highly scalable storage and parallel processing capabilities combined with Microsoft Office’s Business Intelligence Components to access the data in the cluster. Ingredients Hadoop – this big data industry heavyweight provides both large scale data storage infrastructure and a highly parallelized map-reduce processing engine to crunch through the data efficiently. Here are the key pieces of the environment: Pig - a platform for analyzing large data sets that consists of a high-level language for expressing data analysis programs, coupled with infrastructure for evaluating these programs. Mahout - a machine learning library with algorithms for clustering, classification and batch based collaborative filtering that are implemented on top of Apache Hadoop using the map/reduce paradigm. Hive - data warehouse software built on top of Apache Hadoop that facilitates querying and managing large datasets residing in distributed storage. Directly accessible to Microsoft Office and other consumers via add-ins and the Hive ODBC data driver. Pegasus - a Peta-scale graph mining system that runs in parallel, distributed manner on top of Hadoop and that provides algorithms for important graph mining tasks such as Degree, PageRank, Random Walk with Restart (RWR), Radius, and Connected Components. Sqoop - a tool designed for efficiently transferring bulk data between Apache Hadoop and structured data stores such as relational databases. Flume - a distributed, reliable, and available service for efficiently collecting, aggregating, and moving large log data amounts to HDFS. Database – directly accessible to Hadoop via the Sqoop based Microsoft SQL Server Connector for Apache Hadoop, data can be efficiently transferred to traditional relational data stores for replication, reporting, or other needs. Reporting – provides easily consumable reporting when combined with a database being fed from the Hadoop environment. Training These links point to online Windows Azure training labs where you can learn more about the individual ingredients described above. Hadoop Learning Resources (20+ tutorials and labs) Huge collection of resources for learning about all aspects of Apache Hadoop-based development on Windows Azure and the Hadoop and Windows Azure Ecosystems SQL Azure (7 labs) Microsoft SQL Azure delivers on the Microsoft Data Platform vision of extending the SQL Server capabilities to the cloud as web-based services, enabling you to store structured, semi-structured, and unstructured data. See my Windows Azure Resource Guide for more guidance on how to get started, including links web portals, training kits, samples, and blogs related to Windows Azure.

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  • ray collision with rectangle and floating point accuracy

    - by phq
    I'm trying to solve a problem with a ray bouncing on a box. Actually it is a sphere but for simplicity the box dimensions are expanded by the sphere radius when doing the collision test making the sphere a single ray. It is done by projecting the ray onto all faces of the box and pick the one that is closest. However because I'm using floating point variables I fear that the projected point onto the surface might be interpreted as being below in the next iteration, also I will later allow the sphere to move which might make that scenario more likely. Also the bounce coefficient might be as low as zero, making the sphere continue along the surface. So my naive solution is to project not only forwards but backwards to catch those cases. That is where I got into problems shown in the figure: In the first iteration the first black arrow is calculated and we end up at a point on the surface of the box. In the second iteration the "back projection" hits the other surface making the second black arrow bounce on the wrong surface. If there are several boxes close to each other this has further consequences making the sphere fall through them all. So my main question is how to handle possible floating point accuracy when placing the sphere on the box surface so it does not fall through. In writing this question I got the idea to have a threshold to only accept back projections a certain amount much smaller than the box but larger than the possible accuracy limitation, this would only cause the "false" back projection when the sphere hit the box on an edge which would appear naturally. To clarify my original approach, the arrows shown in the image is not only the path the sphere travels but is also representing a single time step in the simulation. In reality the time step is much smaller about 0.05 of the box size. The path traveled is projected onto possible sides to avoid traveling past a thinner object at higher speeds. In normal situations the floating point accuracy is not an issue but there are two situations where I have the concern. When the new position at the end of the time step is located very close to the surface, very unlikely though. When using a bounce factor of 0, here it happens every time the sphere hit a box. To add some loss of accuracy, the motivation for my concern, is that the sphere and box are in different coordinate systems and thus the sphere location is transformed for every test. This last one is why I'm not willing to stand on luck that one floating point value lying on top of the box always will be interpreted the same. I did not know voronoi regions by name, but looking at it I'm not sure how it would be used in a projection scenario that I'm using here.

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