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  • OpenGL directional light creating black spots

    - by AnonymousDeveloper
    I probably ought to start by saying that I suspect the problem is that one of my vectors is not in the correct "space", but I don't know for sure. I am having a strange problem with a directional light. When I move the camera away from (0.0, 0.0, 0.0) it creates tiny black spots that grow larger as the distance increases. I apologize ahead of time for the length of the code. Vertex shader: #version 410 core in vec3 vf_normal; in vec3 vf_bitangent; in vec3 vf_tangent; in vec2 vf_textureCoordinates; in vec3 vf_vertex; out vec3 tc_normal; out vec3 tc_bitangent; out vec3 tc_tangent; out vec2 tc_textureCoordinates; out vec3 tc_vertex; uniform mat3 vf_m_normal; uniform mat4 vf_m_model; uniform mat4 vf_m_mvp; uniform mat4 vf_m_projection; uniform mat4 vf_m_view; uniform float vf_te_inner; uniform float vf_te_outer; void main() { tc_normal = vf_normal; tc_bitangent = vf_bitangent; tc_tangent = vf_tangent; tc_textureCoordinates = vf_textureCoordinates; tc_vertex = vf_vertex; gl_Position = vf_m_mvp * vec4(vf_vertex, 1.0); } Tessellation Control shader: #version 410 core layout (vertices = 3) out; in vec3 tc_normal[]; in vec3 tc_bitangent[]; in vec3 tc_tangent[]; in vec2 tc_textureCoordinates[]; in vec3 tc_vertex[]; out vec3 te_normal[]; out vec3 te_bitangent[]; out vec3 te_tangent[]; out vec2 te_textureCoordinates[]; out vec3 te_vertex[]; uniform float vf_te_inner; uniform float vf_te_outer; uniform vec4 vf_l_color; uniform vec3 vf_l_position; uniform mat4 vf_m_depthBias; uniform mat4 vf_m_model; uniform mat4 vf_m_mvp; uniform mat4 vf_m_projection; uniform mat4 vf_m_view; uniform sampler2D vf_t_diffuse; uniform sampler2D vf_t_normal; uniform sampler2DShadow vf_t_shadow; uniform sampler2D vf_t_specular; #define ID gl_InvocationID float getTessLevelInner(float distance0, float distance1) { float avgDistance = (distance0 + distance1) / 2.0; return clamp((vf_te_inner - avgDistance), 1.0, vf_te_inner); } float getTessLevelOuter(float distance0, float distance1) { float avgDistance = (distance0 + distance1) / 2.0; return clamp((vf_te_outer - avgDistance), 1.0, vf_te_outer); } void main() { te_normal[gl_InvocationID] = tc_normal[gl_InvocationID]; te_bitangent[gl_InvocationID] = tc_bitangent[gl_InvocationID]; te_tangent[gl_InvocationID] = tc_tangent[gl_InvocationID]; te_textureCoordinates[gl_InvocationID] = tc_textureCoordinates[gl_InvocationID]; te_vertex[gl_InvocationID] = tc_vertex[gl_InvocationID]; float eyeToVertexDistance0 = distance(vec3(0.0), vec4(vf_m_view * vec4(tc_vertex[0], 1.0)).xyz); float eyeToVertexDistance1 = distance(vec3(0.0), vec4(vf_m_view * vec4(tc_vertex[1], 1.0)).xyz); float eyeToVertexDistance2 = distance(vec3(0.0), vec4(vf_m_view * vec4(tc_vertex[2], 1.0)).xyz); gl_TessLevelOuter[0] = getTessLevelOuter(eyeToVertexDistance1, eyeToVertexDistance2); gl_TessLevelOuter[1] = getTessLevelOuter(eyeToVertexDistance2, eyeToVertexDistance0); gl_TessLevelOuter[2] = getTessLevelOuter(eyeToVertexDistance0, eyeToVertexDistance1); gl_TessLevelInner[0] = getTessLevelInner(eyeToVertexDistance2, eyeToVertexDistance0); } Tessellation Evaluation shader: #version 410 core layout (triangles, equal_spacing, cw) in; in vec3 te_normal[]; in vec3 te_bitangent[]; in vec3 te_tangent[]; in vec2 te_textureCoordinates[]; in vec3 te_vertex[]; out vec3 g_normal; out vec3 g_bitangent; out vec4 g_patchDistance; out vec3 g_tangent; out vec2 g_textureCoordinates; out vec3 g_vertex; uniform float vf_te_inner; uniform float vf_te_outer; uniform vec4 vf_l_color; uniform vec3 vf_l_position; uniform mat4 vf_m_depthBias; uniform mat4 vf_m_model; uniform mat4 vf_m_mvp; uniform mat3 vf_m_normal; uniform mat4 vf_m_projection; uniform mat4 vf_m_view; uniform sampler2D vf_t_diffuse; uniform sampler2D vf_t_displace; uniform sampler2D vf_t_normal; uniform sampler2DShadow vf_t_shadow; uniform sampler2D vf_t_specular; vec2 interpolate2D(vec2 v0, vec2 v1, vec2 v2) { return vec2(gl_TessCoord.x) * v0 + vec2(gl_TessCoord.y) * v1 + vec2(gl_TessCoord.z) * v2; } vec3 interpolate3D(vec3 v0, vec3 v1, vec3 v2) { return vec3(gl_TessCoord.x) * v0 + vec3(gl_TessCoord.y) * v1 + vec3(gl_TessCoord.z) * v2; } float amplify(float d, float scale, float offset) { d = scale * d + offset; d = clamp(d, 0, 1); d = 1 - exp2(-2*d*d); return d; } float getDisplacement(vec2 t0, vec2 t1, vec2 t2) { float displacement = 0.0; vec2 textureCoordinates = interpolate2D(t0, t1, t2); vec2 vector = ((t0 + t1 + t2) / 3.0); float sampleDistance = sqrt((vector.x * vector.x) + (vector.y * vector.y)); sampleDistance /= ((vf_te_inner + vf_te_outer) / 2.0); displacement += texture(vf_t_displace, textureCoordinates).x; displacement += texture(vf_t_displace, textureCoordinates + vec2(-sampleDistance, -sampleDistance)).x; displacement += texture(vf_t_displace, textureCoordinates + vec2(-sampleDistance, sampleDistance)).x; displacement += texture(vf_t_displace, textureCoordinates + vec2( sampleDistance, sampleDistance)).x; displacement += texture(vf_t_displace, textureCoordinates + vec2( sampleDistance, -sampleDistance)).x; return (displacement / 5.0); } void main() { g_normal = normalize(interpolate3D(te_normal[0], te_normal[1], te_normal[2])); g_bitangent = normalize(interpolate3D(te_bitangent[0], te_bitangent[1], te_bitangent[2])); g_patchDistance = vec4(gl_TessCoord, (1.0 - gl_TessCoord.y)); g_tangent = normalize(interpolate3D(te_tangent[0], te_tangent[1], te_tangent[2])); g_textureCoordinates = interpolate2D(te_textureCoordinates[0], te_textureCoordinates[1], te_textureCoordinates[2]); g_vertex = interpolate3D(te_vertex[0], te_vertex[1], te_vertex[2]); float displacement = getDisplacement(te_textureCoordinates[0], te_textureCoordinates[1], te_textureCoordinates[2]); float d2 = min(min(min(g_patchDistance.x, g_patchDistance.y), g_patchDistance.z), g_patchDistance.w); d2 = amplify(d2, 50, -0.5); g_vertex += g_normal * displacement * 0.1 * d2; gl_Position = vf_m_mvp * vec4(g_vertex, 1.0); } Geometry shader: #version 410 core layout (triangles) in; layout (triangle_strip, max_vertices = 3) out; in vec3 g_normal[3]; in vec3 g_bitangent[3]; in vec4 g_patchDistance[3]; in vec3 g_tangent[3]; in vec2 g_textureCoordinates[3]; in vec3 g_vertex[3]; out vec3 f_tangent; out vec3 f_bitangent; out vec3 f_eyeDirection; out vec3 f_lightDirection; out vec3 f_normal; out vec4 f_patchDistance; out vec4 f_shadowCoordinates; out vec2 f_textureCoordinates; out vec3 f_vertex; uniform vec4 vf_l_color; uniform vec3 vf_l_position; uniform mat4 vf_m_depthBias; uniform mat4 vf_m_model; uniform mat4 vf_m_mvp; uniform mat3 vf_m_normal; uniform mat4 vf_m_projection; uniform mat4 vf_m_view; uniform sampler2D vf_t_diffuse; uniform sampler2D vf_t_normal; uniform sampler2DShadow vf_t_shadow; uniform sampler2D vf_t_specular; void main() { int index = 0; while (index < 3) { vec3 vertexNormal_cameraspace = vf_m_normal * normalize(g_normal[index]); vec3 vertexTangent_cameraspace = vf_m_normal * normalize(f_tangent); vec3 vertexBitangent_cameraspace = vf_m_normal * normalize(f_bitangent); mat3 TBN = transpose(mat3( vertexTangent_cameraspace, vertexBitangent_cameraspace, vertexNormal_cameraspace )); vec3 eyeDirection = -(vf_m_view * vf_m_model * vec4(g_vertex[index], 1.0)).xyz; vec3 lightDirection = normalize(-(vf_m_view * vec4(vf_l_position, 1.0)).xyz); f_eyeDirection = TBN * eyeDirection; f_lightDirection = TBN * lightDirection; f_normal = normalize(g_normal[index]); f_patchDistance = g_patchDistance[index]; f_shadowCoordinates = vf_m_depthBias * vec4(g_vertex[index], 1.0); f_textureCoordinates = g_textureCoordinates[index]; f_vertex = (vf_m_model * vec4(g_vertex[index], 1.0)).xyz; gl_Position = gl_in[index].gl_Position; EmitVertex(); index ++; } EndPrimitive(); } Fragment shader: #version 410 core in vec3 f_bitangent; in vec3 f_eyeDirection; in vec3 f_lightDirection; in vec3 f_normal; in vec4 f_patchDistance; in vec4 f_shadowCoordinates; in vec3 f_tangent; in vec2 f_textureCoordinates; in vec3 f_vertex; out vec4 fragColor; uniform vec4 vf_l_color; uniform vec3 vf_l_position; uniform mat4 vf_m_depthBias; uniform mat4 vf_m_model; uniform mat4 vf_m_mvp; uniform mat4 vf_m_projection; uniform mat4 vf_m_view; uniform sampler2D vf_t_diffuse; uniform sampler2D vf_t_normal; uniform sampler2DShadow vf_t_shadow; uniform sampler2D vf_t_specular; vec2 poissonDisk[16] = vec2[]( vec2(-0.94201624, -0.39906216), vec2( 0.94558609, -0.76890725), vec2(-0.09418410, -0.92938870), vec2( 0.34495938, 0.29387760), vec2(-0.91588581, 0.45771432), vec2(-0.81544232, -0.87912464), vec2(-0.38277543, 0.27676845), vec2( 0.97484398, 0.75648379), vec2( 0.44323325, -0.97511554), vec2( 0.53742981, -0.47373420), vec2(-0.26496911, -0.41893023), vec2( 0.79197514, 0.19090188), vec2(-0.24188840, 0.99706507), vec2(-0.81409955, 0.91437590), vec2( 0.19984126, 0.78641367), vec2( 0.14383161, -0.14100790) ); float random(vec3 seed, int i) { vec4 seed4 = vec4(seed,i); float dot_product = dot(seed4, vec4(12.9898, 78.233, 45.164, 94.673)); return fract(sin(dot_product) * 43758.5453); } float amplify(float d, float scale, float offset) { d = scale * d + offset; d = clamp(d, 0, 1); d = 1 - exp2(-2.0 * d * d); return d; } void main() { vec3 lightColor = vf_l_color.xyz; float lightPower = vf_l_color.w; vec3 materialDiffuseColor = texture(vf_t_diffuse, f_textureCoordinates).xyz; vec3 materialAmbientColor = vec3(0.1, 0.1, 0.1) * materialDiffuseColor; vec3 materialSpecularColor = texture(vf_t_specular, f_textureCoordinates).xyz; vec3 n = normalize(texture(vf_t_normal, f_textureCoordinates).rgb * 2.0 - 1.0); vec3 l = normalize(f_lightDirection); float cosTheta = clamp(dot(n, l), 0.0, 1.0); vec3 E = normalize(f_eyeDirection); vec3 R = reflect(-l, n); float cosAlpha = clamp(dot(E, R), 0.0, 1.0); float visibility = 1.0; float bias = 0.005 * tan(acos(cosTheta)); bias = clamp(bias, 0.0, 0.01); for (int i = 0; i < 4; i ++) { float shading = (0.5 / 4.0); int index = i; visibility -= shading * (1.0 - texture(vf_t_shadow, vec3(f_shadowCoordinates.xy + poissonDisk[index] / 3000.0, (f_shadowCoordinates.z - bias) / f_shadowCoordinates.w))); }\n" fragColor.xyz = materialAmbientColor + visibility * materialDiffuseColor * lightColor * lightPower * cosTheta + visibility * materialSpecularColor * lightColor * lightPower * pow(cosAlpha, 5); fragColor.w = texture(vf_t_diffuse, f_textureCoordinates).w; } The following images should be enough to give you an idea of the problem. Before moving the camera: Moving the camera just a little. Moving it to the center of the scene.

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  • Hook IDispatch v-table in C++

    - by monoceres
    I'm trying to modify the behavior of an IDispatch interface already present in the system. To do this my plan was to hook into the objects v-table during runtime and modify the pointers so it points to a custom hook method instead. If I can get this to work I can add new methods and properties to already existing objects. Nice. First I tried hooking into the v-table for IUnknown (from which IDispatch inherits from) and that worked fine. However trying to change entires in IDispatch doesn't work at all. Nothing happens at all, the code works just as it did without the hook. Here's the code, it's very simple so it shouldn't be any problems to understand #include <iostream> #include <windows.h> #include <Objbase.h> #pragma comment (lib,"Ole32.lib") using namespace std; HRESULT __stdcall typecount(IDispatch *self,UINT*u) { cout << "hook" << endl; *u=1; return S_OK; } int main() { CoInitialize(NULL); // Get clsid from name CLSID clsid; CLSIDFromProgID(L"shell.application",&clsid); // Create instance IDispatch *obj=NULL; CoCreateInstance(clsid,NULL,CLSCTX_INPROC_SERVER,__uuidof(IDispatch),(void**)&obj); // Get vtable and offset in vtable for idispatch void* iunknown_vtable= (void*)*((unsigned int*)obj); // There are three entries in IUnknown, therefore add 12 to go to IDispatch void* idispatch_vtable = (void*)(((unsigned int)iunknown_vtable)+12); // Get pointer of first emtry in IDispatch vtable (GetTypeInfoCount) unsigned int* v1 = (unsigned int*)iunknown_vtable; // Change memory permissions so address can be overwritten DWORD old; VirtualProtect(v1,4,PAGE_EXECUTE_READWRITE,&old); // Override v-table pointer *v1 = (unsigned int) typecount; // Try calling GetTypeInfo count, should now be hooked. But isn't works as usual UINT num=0; obj->GetTypeInfoCount(&num); /* HRESULT hresult; OLECHAR FAR* szMember = (OLECHAR*)L"MinimizeAll"; DISPID dispid; DISPPARAMS dispparamsNoArgs = {NULL, NULL, 0, 0}; hresult = obj->GetIDsOfNames(IID_NULL, &szMember, 1, LOCALE_SYSTEM_DEFAULT, &dispid) ; hresult = obj->Invoke(dispid,IID_NULL,LOCALE_SYSTEM_DEFAULT,DISPATCH_METHOD,&dispparamsNoArgs, NULL, NULL, NULL); */ } Thanks in advance!

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  • Why is XHTML1.1 dated *before* XHTML1.0 ? What is the preferred XHTML today?

    - by Cheeso
    I'm not clear on the status of XHTML - v1.0 and v1.1. Can someone explain which is preferred at this point, and why? The specs from w3c say that XHTML 1.1 predates* XHTML 1.0, which is exactly counter-intuitive, to me. http://www.w3.org/TR/xhtml11/ - W3C Recommendation 31 May 2001 http://www.w3.org/TR/xhtml1/ - W3C Recommentation, updated 1 August 2002 Also, I noted earlier today that the latest version of htmltidy emits XHTML 1.0, when I request xhtml. Hmmm....Even though the XHTML 1.1 spec is 9 years old, it's still not supported by mainstream tools. That suggests that XHTML 1.1 is either completely unnecessary or spurious. Which one should I use if I am authoring pages today? What if I am building tools - should I bother to support both? Or do I need only one? Thanks.

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  • Difference between PORT and LATCH on PIC 18F

    - by acemtp
    I already read the datasheet and google but I still don't understand something. In my case, I set PIN RC6 of a PIC18F26K20 in INPUT mode: TRISCbits.TRISC6 = 1; Then I read the value with PORT and LATCH and I have different value! v1 = LATCbits.LATC6; v2 = PORTCbits.RC6; v1 gives me 0 where v2 gives 1. Is it normal? In which case we have to use PORT and in which case LATCH?

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  • Adding bindingRedirect element in web.config when upgrading from asp.net mvc 1 to asp.net mvc 2

    - by mallows98
    Hi all, I have got a question with regards to upgrading asp.net mvc applications from v1 to v2... I've noticed in the ASP.NET MVC v2 Release notes that we need to add this code (please see below) when upgrading, but it did not state what would be the purpose of it because I've tried experimenting some of my apps to asp.net mvc 2 without adding this particular section in web.config. <runtime> <assemblyBinding xmlns="urn:schemas-microsoft-com:asm.v1"> <dependentAssembly> <assemblyIdentity name="System.Web.Mvc" publicKeyToken="31bf3856ad364e35"/> <bindingRedirect oldVersion="1.0.0.0" newVersion="2.0.0.0"/> </dependentAssembly> </assemblyBinding> </runtime> Would there be implications should I not place this? Thanks!

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  • [iPhone] Objective-C : UIScrollView manual paging

    - by Daniel
    Hi Folks! I want to use the scrollview as something like a picker in horizontal mode. The scrollview holds up to seven subviews. Each subview represents a value. Always three views are visible and the one in the middle is the selected one. Scrollview visible at start: __ | V1 | V2 Scrollview set to view/value two: V1 | V2 | V3 Scrollview set to last value: V2 | V3 | __ The real problem I have got is the "pagingEnabled" flag. If pagingEnabled is set to YES the scrollview pages always three subviews/values instead of only one. If pagingEnabled is set to NO the scrollview does not clinch. Is there a nice solution for my problem? Thanks a lot, Dan ;)

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  • Using JQuery getJSON method

    - by nav
    Hi, I am attempting to pase a a JSON data using the JQuery getJSON function. The REST query is: http://query.yahooapis.com/v1/public/yql?q=select%20woeid%20from%20geo.places%20where%20text%20%3D%20%22london%22&format=json&jsoncallback=? The script I'm using to parse 'data' to obtain the WOEID value doesnt seem to work below: $.getJSON("http://query.yahooapis.com/v1/public/yql?"+ "q=select%20woeid%20from%20geo.places%20where%20text%20%3D%20%22"+ "london"+ "%22&format=json&jsoncallback=?", function(data){ console.log("json: " + data); var datatmp = data; if(data.results[0]){ var data = filterData(data.results.place[0]); } } ); Can anyone say what I'm doing wrong? link text

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  • Create a Dellicious Bookmarklet in Firefox using Delicious API

    - by Steve
    I want to create a Delicious bookmarklet in Firefox that bookmarks the current page with a predefined tag. For proof of concept, if I enter this url, it works: https://john:[email protected]/v1/posts/add?url=http://www.google.com& description=http://www.google.com&tags=testtag But this as a bookmark doesn't, I get access denied: javascript:( function() { location.href = 'https://john:[email protected]/v1/posts/add?' + encodeURIComponent(window.location.href) + '&description=' + encodeURIComponent(document.title) + '&tags=testtag'; } )() Is this possible via a javascript bookmark?

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  • Bypassing rack version error using Rails 2.3.5

    - by Matt
    I'm currently on Dreamhost attempting to run a Rails 2.3.5 app. Here is the situation, Dreamhost's servers have Rails 2.2.2 installed. Of course, I can't update a shared host's rails version, so I froze my Rails in vendor. Rails 2.3.5 requires the rack v1.0.1 gem. Dreamhost uses the rack v1.0.0 gem. So when I try to define: config.gem "rack", :version => "1.0.1" I get: can't activate rack (~> 1.0.1, runtime) for [], already activated rack-1.0.0 for [] So what I really need to do is bypass my app's request to use 1.0.1, and use Dreamhost's 1.0.0. Does anyone know how to configure this? Is it even possible? Thanks for the help.

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  • Script stops working on HSQLDB 1.9.0-rc6

    - by jacklty
    DROP VIEW V1 IF EXISTS; DROP TABLE T1 IF EXISTS; CREATE TABLE T1 (id INT, name VARCHAR(32), age int); CREATE VIEW V1 AS (SELECT * FROM T1 WHERE age < 21); I have no problem to execute the SQL statement above in one JDBC statement or on the SWING Manager from HSQLDB. Now it stops working on 1.9.0-rc6. This is error message I got - "user lacks privilege or object not found: T1 / Error Code: -5501 / State: 42501" Does anyone know what have changed in 1.9.0-XX which made it not working? Thanks

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  • Updated iphone application not live yet

    - by Vishal Mali
    Hi All, 3 weeks back we uploaded an application on the iTunes(V1.0). On Thursday we updated that application with new build (V1.2). I clicked the "Update" button on itunesconnect.apple.com and followed uploaded the new binary and new contents. On the next day the Description and price tag are updated successfully, but the build version number and screens shots are still from the previous version. And the amazing thing we noticed is that application status is "Waiting for Review" from last 2 days... :( I tried to play with release date, but still application status is "Waiting for Review". Its been 2 days that there is no activity happening from apple... :( Please help me in this scenario..... Thanks in advance. Regards, Vishal.

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  • Is there any way to get MSVC to pass structs arguments in registers on x64?

    - by Luke
    For a function with signature: struct Pair { void *v1, *v2 }; void f(Pair p); compiled on x64, I would like Pair's fields to be passed via register, as if the function was: void f(void *v1, void *v2); Compiling a test with gcc 4.2.1 for x86_64 on OSX 10.6, I can see this is exactly what happens by examining the disassembly. However, compiling with MSVC 2008 for x64 on Windows, the disassembly shows that Pair is passed on the stack. I understand that platform ABIs can prevent this optimization; does anyone know any MSVC-specific annotations, calling conventions, flags, or other hacks that can get this to work? Thank you!

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  • Help understanding how to make a bar chart using ggplot2

    - by celenius
    I'm trying to use the bar_geom function of ggplot2, but I can't understand how to use it. I've made a small sample of my code to show what I am trying to do: library(ggplot2) # sample data sampleData = data.frame( v1=c('a','b','c','d','e', 'f','g', 'h', 'i','j'), v2=c(1:10) ) sampleData$Names = data.frame( Names = paste(sampleData$v1, sampleData$v2, sep="") ) sampleData$Values = c(1:10) # make plot x = sampleData$Values y = sampleData$Names qplot( x, y, data = sampleData, geom="bar" ) I want sampleData$Names to be on the x-axis of my graph, labeling each bar and and sampleData$Values to scale the bar height. I want the y-axis to be specified as a range. I realize that I don't understand how ggplot2 functions as this small example does not work, yet my other example is generating a plot but I cannot specify a y-range as it considers the variables to be categorical.

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  • google url shortener api and jquery not working

    - by rahim
    i cant seem to get google's new url shortener api to work with jquery's post method: $(document).ready(function() { $.post("https://www.googleapis.com/urlshortener/v1/url", { longUrl: "http://www.google.com/"}, function(data){ console.log("data" + data); }); $('body').ajaxError(function(e, xhr, settings, exception) { $(this).text('fail'+e); console.log(exception); }); }); all of this gives me an empty (data) response AND an empty (exception) response. any ideas? ive also tried this with no success: $.ajax({ type: 'POST', url: "https://www.googleapis.com/urlshortener/v1/url", data: { longUrl: "http://www.google.com/"}, success: success, dataType: "jsonp" });

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  • Outlook VSTO AddIn Configuration

    - by Deepak N
    I'm working on VSTO addin for outlook 2003.Outlook can read the startup section from Outlook.exe.config. <startup> <supportedRuntime version="v1.0.3705" /> <supportedRuntime version="v1.1.4322" /> <supportedRuntime version="v2.0.50727" /> </startup> But it is not able to read the system.diagnostics section of the config file. Basically i'm trying add trace listeners as i have explained here.Am I missing any thing here.

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  • How to get predecessor and successors from an adjacency matrix

    - by NickTFried
    Hi I am am trying to complete an assignment, where it is ok to consult the online community. I have to create a graph class that ultimately can do Breadth First Search and Depth First Search. I have been able to implement those algorithms successfully however another requirement is to be able to get the successors and predecessors and detect if two vertices are either predecessors or successors for each other. I'm having trouble thinking of a way to do this. I will post my code below, if anyone has any suggestions it would be greatly appreciated. import java.util.ArrayList; import java.util.Iterator; import java.util.LinkedList; import java.util.Queue; import java.util.Stack; public class Graph<T> { public Vertex<T> root; public ArrayList<Vertex<T>> vertices=new ArrayList<Vertex<T>>(); public int[][] adjMatrix; int size; private ArrayList<Vertex<T>> dfsArrList; private ArrayList<Vertex<T>> bfsArrList; public void setRootVertex(Vertex<T> n) { this.root=n; } public Vertex<T> getRootVertex() { return this.root; } public void addVertex(Vertex<T> n) { vertices.add(n); } public void removeVertex(int loc){ vertices.remove(loc); } public void addEdge(Vertex<T> start,Vertex<T> end) { if(adjMatrix==null) { size=vertices.size(); adjMatrix=new int[size][size]; } int startIndex=vertices.indexOf(start); int endIndex=vertices.indexOf(end); adjMatrix[startIndex][endIndex]=1; adjMatrix[endIndex][startIndex]=1; } public void removeEdge(Vertex<T> v1, Vertex<T> v2){ int startIndex=vertices.indexOf(v1); int endIndex=vertices.indexOf(v2); adjMatrix[startIndex][endIndex]=1; adjMatrix[endIndex][startIndex]=1; } public int countVertices(){ int ver = vertices.size(); return ver; } /* public boolean isPredecessor( Vertex<T> a, Vertex<T> b){ for() return true; }*/ /* public boolean isSuccessor( Vertex<T> a, Vertex<T> b){ for() return true; }*/ public void getSuccessors(Vertex<T> v1){ } public void getPredessors(Vertex<T> v1){ } private Vertex<T> getUnvisitedChildNode(Vertex<T> n) { int index=vertices.indexOf(n); int j=0; while(j<size) { if(adjMatrix[index][j]==1 && vertices.get(j).visited==false) { return vertices.get(j); } j++; } return null; } public Iterator<Vertex<T>> bfs() { Queue<Vertex<T>> q=new LinkedList<Vertex<T>>(); q.add(this.root); printVertex(this.root); root.visited=true; while(!q.isEmpty()) { Vertex<T> n=q.remove(); Vertex<T> child=null; while((child=getUnvisitedChildNode(n))!=null) { child.visited=true; bfsArrList.add(child); q.add(child); } } clearVertices(); return bfsArrList.iterator(); } public Iterator<Vertex<T>> dfs() { Stack<Vertex<T>> s=new Stack<Vertex<T>>(); s.push(this.root); root.visited=true; printVertex(root); while(!s.isEmpty()) { Vertex<T> n=s.peek(); Vertex<T> child=getUnvisitedChildNode(n); if(child!=null) { child.visited=true; dfsArrList.add(child); s.push(child); } else { s.pop(); } } clearVertices(); return dfsArrList.iterator(); } private void clearVertices() { int i=0; while(i<size) { Vertex<T> n=vertices.get(i); n.visited=false; i++; } } private void printVertex(Vertex<T> n) { System.out.print(n.label+" "); } }

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  • Generate an HTML table from an array of hashes in Ruby

    - by Horace Loeb
    What's the best way (ideally a gem, but a code snippet if necessary) to generate an HTML table from an array of hashes? For example, this array of hashes: [{"col1"=>"v1", "col2"=>"v2"}, {"col1"=>"v3", "col2"=>"v4"}] Should produce this table: <table> <tr><th>col1</th><th>col2</th></tr> <tr><td>v1</td><td>v2</td></tr> <tr><td>v3</td><td>v4</td></tr> </table>

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  • Why am I getting this WSDL SOAP error with authorize.net?

    - by Chad Johnson
    I have my script email me when there is a problem creating a recurring transaction with authorize.net. I received the following at 5:23AM Pacific time: SOAP-ERROR: Parsing WSDL: Couldn't load from 'https://api.authorize.net/soap/v1/service.asmx?wsdl' : failed to load external entity "https://api.authorize.net/soap/v1/service.asmx?wsdl" And of course, when I did exactly the same thing that the user did, it worked fine for me. Does this mean authorize.net's API is down? Their knowledge base simply sucks and provides no information whatsoever about this problem. I've contacted the company, but I'm not holding my breath for a response. Google reveals nothing. Looking through their code, nothing stands out. Maybe an authentication error? Has anyone seen an error like this before? What causes this?

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  • C# Expression Tree Simple Arithmetic

    - by Richard Adnams
    Hello, I've been trying to figure out how to achieve some simple maths using the Expression class. What I'm trying to do is this (1 + 10 * 15) When I try to do this via Expression.Add and Expression.Constant but the result I get is this ((1 + 10) * 15) Which is not right as it evaluates the 1 + 10 first instead of 10 * 15. Is there a way to combine Expression.Add/Multiply etc.. without it creating the brackets? I assume there is but I just can't find where or how! The test code I have is this var v1 = Expression.Constant(1, typeof(int)); var v2 = Expression.Constant(10, typeof(int)); var v3 = Expression.Constant(15, typeof(int)); var a1 = Expression.Add(v1, v2); var m2 = Expression.Multiply(a1, v3); Thanks for your time, Richard.

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  • Windows secure pinned website tile

    - by Stijn de Voogd
    I'm currently working on a pinned website tile for my website and instead of using a static XML file i'm linking the tile to a web api that returns user specific XML. My question is: Is it possible to secure this tile so that a user needs to be logged in before the data loads? The pinned website livetile doesn't send any security request headers/ cookies: - Http: Request, GET /v1/livetile/firsttile Command: GET + URI: /v1/livetile/firsttile ProtocolVersion: HTTP/1.1 UserAgent: Microsoft-WNS/6.3 Host: 192.168.14.109:2089 Cache-Control: no-cache HeaderEnd: CRLF Sidenote: Notice how it's not even sending an accept header even though it only wants xml. Info: http://msdn.microsoft.com/en-US/library/ie/dn455106 http://msdn.microsoft.com/en-us/library/ie/hh761491.aspx# Thanks in advance!

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  • Finding the intersection of two vector equations.

    - by Matthew Mitchell
    I've been trying to solve this and I found an equation that gives the possibility of zero division errors. Not the best thing: v1 = (a,b) v2 = (c,d) d1 = (e,f) d2 = (h,i) l1: v1 + ?d1 l2: v2 + µd2 Equation to find vector intersection of l1 and l2 programatically by re-arranging for lambda. (a,b) + ?(e,f) = (c,d) + µ(h,i) a + ?e = c + µh b +?f = d + µi µh = a + ?e - c µi = b +?f - d µ = (a + ?e - c)/h µ = (b +?f - d)/i (a + ?e - c)/h = (b +?f - d)/i a/h + ?e/h - c/h = b/i +?f/i - d/i ?e/h - ?f/i = (b/i - d/i) - (a/h - c/h) ?(e/h - f/i) = (b - d)/i - (a - c)/h ? = ((b - d)/i - (a - c)/h)/(e/h - f/i) Intersection vector = (a + ?e,b + ?f) Not sure if it would even work in some cases. I haven't tested it. I need to know how to do this for values as in that example a-i. Thank you.

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  • How can I set the minDate/maxDate for jQueryUI Datepicker using a string?

    - by leo
    jQueryUI Datepicker documentation states that the minDate option can be set using "a string in the current dateFormat". So I've tried the following to initialize datepickers: $("input.date").datepicker({ minDate: "01/01/2010", maxDate: "12/31/2010" }); However, this results in my datepicker having a selectable date range that goes from 11/06/2015 to 12/17/2015. I've checked the current dateformat and its mm/dd/yy, which is supposed to mean 2 digits for the month, 2 for the day, and 4 for the year, separated by slashes. I've also tried including dateFormat: "mm/dd/yy" in the inizialization statement. I've also checked the values for minDate and maxDate afterwards and they ARE being set to the values I want: 01/01/2010 and 12/31/2010. I want to be able to set min/maxDate with strings because I'm being passed these values as strings from somewhere else. Maybe someone knows why this happens and how to solve this, or a workaround to achieve this, perphaps changing the format of the date strings or something? Thanks EDIT: Using: jQuery v1.3.2 and jQuery UI v1.7.2

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  • Using device variable by multiple threads on CUDA

    - by ashagi
    I am playing around with cuda. At the moment I have a problem. I am testing a large array for particular responses, and when I get the response, I have to copy the data onto another array. For example, my test array of 5 elements looks like this: [ ][ ][v1][ ][ ][v2] Result must look like this: [v1][v2] The problem is how do I calculate the address of the second array to store the result? All elements of the first array are checked in parallel. I am thinking to declare a device variable int addr = 0. Every time I find a response, I will increment the addr. But I am not sure about that because it means that addr may be accessed by multiple threads at the same time. Will that cause problems? Or will the thread wait until another thread finishes using that variable?

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  • should I ever put a major version number into a C#/Java namespace?

    - by Andrew Patterson
    I am designing a set of 'service' layer objects (data objects and interface definitions) for a WCF web service (that will be consumed by third party clients i.e. not in-house, so outside my direct control). I know that I am not going to get the interface definition exactly right - and am wanting to prepare for the time when I know that I will have to introduce a breaking set of new data objects. However, the reality of the world I am in is that I will also need to run my first version simultaneously for quite a while. The first version of my service will have URL of http://host/app/v1service.svc and when the times comes by new version will live at http://host/app/v2service.svc However, when it comes to the data objects and interfaces, I am toying with putting the 'major' version of the interface number into the actual namespace of the classes. namespace Company.Product.V1 { [DataContract(Namespace = "company-product-v1")] public class Widget { [DataMember] string widgetName; } public interface IFunction { Widget GetWidgetData(int code); } } When the time comes for a fundamental change to the service, I will introduce some classes like namespace Company.Product.V2 { [DataContract(Namespace = "company-product-v2")] public class Widget { [DataMember] int widgetCode; [DataMember] int widgetExpiry; } public interface IFunction { Widget GetWidgetData(int code); } } The advantages as I see it are that I will be able to have a single set of code serving both interface versions, sharing functionality where possible. This is because I will be able to reference both interface versions as a distinct set of C# objects. Similarly, clients may use both interface versions simultaneously, perhaps using V1.Widget in some legacy code whilst new bits move on to V2.Widget. Can anyone tell why this is a stupid idea? I have a nagging feeling that this is a bit smelly.. notes: I am obviously not proposing every single new version of the service would be in a new namespace. Presumably I will do as many non-breaking interface changes as possible, but I know that I will hit a point where all the data modelling will probably need a significant rewrite. I understand assembly versioning etc but I think this question is tangential to that type of versioning. But I could be wrong.

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  • Compiler doesn't find methods from base class

    - by Paul
    I am having a problem with my virtual methods in a derived class. Here are my (simplified) C++ classes. class Base virtual method accept( MyVisitor1* v ) { /*implementation is here*/ }; virtual method accept( MyVisitor2* v ) { /*implementation is here*/ }; virtual method accept( MyVisitor3* v ) { /*implementation is here*/ }; class DerivedClass virtual method accept( MyVisitor2* v ) { /*implementation is here*/ }; The following use causes VS 2005 to give: "error C2664: 'DerivedClass::accept' : cannot convert parameter 1 from 'Visitor1*' to 'Visitor2 *'". DerivedClass c; MyVisitor1 v1; c.accept(v1); I was expecting the compiler to find and call Base::accept(MyVisitor1) for my DerivedClass as well. Obviously this is not working, but I don't understand why. Any ideas? Thanks, Paul

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