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  • SSIS Training 15-19 Oct in Reston Virginia

    - by andyleonard
    Early bird registration is now open for Linchpin People ’s SSIS training course From Zero To SSIS scheduled for 15-19 Oct 2012 in Reston Virginia! Register today – the early bird discount ends 28 Sep 2012. Training Description From Zero to SSIS was developed by Andy Leonard to train technology professionals in the fine art of using SQL Server Integration Services (SSIS) to build data integration and Extract-Transform-Load (ETL) solutions. The training is focused around labs and emphasizes a hands-on...(read more)

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  • Arcball 3D camera - how to convert from camera to object coordinates

    - by user38873
    I have checked multiple threads before posting, but i havent been able to figure this one out. Ok so i have been following this tutorial, but im not using glm, ive been implementing everything up until now, like lookat etc. http://en.wikibooks.org/wiki/OpenGL_Programming/Modern_OpenGL_Tutorial_Arcball So i can rotate with the click and drag of the mouse, but when i rotate 90º degrees around Y and then move the mouse upwards or donwwards, it rotates on the wrong axis, this problem is demonstrated on this part of the tutorial An extra trick is converting the rotation axis from camera coordinates to object coordinates. It's useful when the camera and object are placed differently. For instace, if you rotate the object by 90° on the Y axis ("turn its head" to the right), then perform a vertical move with your mouse, you make a rotation on the camera X axis, but it should become a rotation on the Z axis (plane barrel roll) for the object. By converting the axis in object coordinates, the rotation will respect that the user work in camera coordinates (WYSIWYG). To transform from camera to object coordinates, we take the inverse of the MV matrix (from the MVP matrix triplet). What i have to do acording to the tutorial is convert my axis_in_camera_coordinates to object coordinates, and the rotation is done well, but im confused on what matrix i use to do just that. The tutorial talks about converting the axis from camera to object coordinates by using the inverse of the MV. Then it shows these 3 lines of code witch i havent been able to understand. glm::mat3 camera2object = glm::inverse(glm::mat3(transforms[MODE_CAMERA]) * glm::mat3(mesh.object2world)); glm::vec3 axis_in_object_coord = camera2object * axis_in_camera_coord; So what do i aply to my calculated axis?, the inverse of what, i supose the inverse of the model view? So my question is how do you transform camera axis to object axis. Do i apply the inverse of the lookat matrix? My code: if (cur_mx != last_mx || cur_my != last_my) { va = get_arcball_vector(last_mx, last_my); vb = get_arcball_vector( cur_mx, cur_my); angle = acos(min(1.0f, dotProduct(va, vb)))*20; axis_in_camera_coord = crossProduct(va, vb); axis.x = axis_in_camera_coord[0]; axis.y = axis_in_camera_coord[1]; axis.z = axis_in_camera_coord[2]; axis.w = 1.0f; last_mx = cur_mx; last_my = cur_my; } Quaternion q = qFromAngleAxis(angle, axis); Matrix m; qGLMatrix(q,m); vi = mMultiply(m, vi); up = mMultiply(m, up); ViewMatrix = ogLookAt(vi.x, vi.y, vi.z,0,0,0,up.x,up.y,up.z);

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  • APress Deal of the Day 2/June/2014 - Pro SQL Server 2012 Integration Services

    - by TATWORTH
    Originally posted on: http://geekswithblogs.net/TATWORTH/archive/2014/06/02/apress-deal-of-the-day-2june2014---pro-sql-server.aspxToday’s $10 Deal of the Day from APress at http://www.apress.com/9781430236924 is Pro SQL Server 2012 Integration Services. “Pro SQL Server 2012 Integration Services is your key to building powerful extract, transform, load (ETL) solutions using SQL Server 2012 Integration Services (SSIS).”

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  • Oracle OpenWorld 2012 - What's New

    - by Cinzia Mascanzoni
    Oracle OpenWorld 2012 is now over. Here a summary of major announcements on Hardware and Technology. Oracle Unveils Expanded Oracle Cloud Services Portfolio Oracle Unveils New Partner Cloud Programs Oracle Announces Latest Release of Oracle Exalogic Elastic Cloud Oracle Announces Oracle Exadata X3 Database In-Memory Machine Oracle Outlines Opportunity to Transform Industries from Device to Data Center with Embedded Java Oracle Announces Oracle Solaris 11.1 Latest Release of Oracle Exalytics In-Memory Machine Software Enables Customers to View and Analyze Data at the Speed of Business New Release of Oracle Business Intelligence Enables Users to Quickly Access and Analyze Key Business Information, Anytime, Anywhere

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  • Using The Data Mining Query Task in SSIS

    SQL Server Integration Services (SSIS) is a Business Intelligence tool which can be used by database developers or administrators to perform Extract, Transform & Load (ETL) operations. In my previous article Using Analysis Services Processing Task & Analysis Services ... [Read Full Article]

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  • How can I attach a model to the bone of another model?

    - by kaykayman
    I am trying to attach one animated model to one of the bones of another animated model in an XNA game. I've found a few questions/forum posts/articles online which explain how to attach a weapon model to the bone of another model (which is analogous to what I'm trying to achieve), but they don't seem to work for me. So as an example: I want to attach Model A to a specific bone in Model B. Question 1. As I understand it, I need to calculate the transforms which are applied to the bone on Model B and apply these same transforms to every bone in Model A. Is this right? Question 2. This is my code for calculating the Transforms on a specific bone. private Matrix GetTransformPaths(ModelBone bone) { Matrix result = Matrix.Identity; while (bone != null) { result = result * bone.Transform; bone = bone.Parent; } return result; } The maths of Matrices is almost entirely lost on me, but my understanding is that the above will work its way up the bone structure to the root bone and my end result will be the transform of the original bone relative to the model. Is this right? Question 3. Assuming that this is correct I then expect that I should either apply this to each bone in Model A, or in my Draw() method: private void DrawModel(SceneModel model, GameTime gametime) { foreach (var component in model.Components) { Matrix[] transforms = new Matrix[component.Model.Bones.Count]; component.Model.CopyAbsoluteBoneTransformsTo(transforms); Matrix parenttransform = Matrix.Identity; if (!string.IsNullOrEmpty(component.ParentBone)) parenttransform = GetTransformPaths(model.GetBone(component.ParentBone)); component.Player.Update(gametime.ElapsedGameTime, true, Matrix.Identity); Matrix[] bones = component.Player.GetSkinTransforms(); foreach (SkinnedEffect effect in mesh.Effects) { effect.SetBoneTransforms(bones); effect.EnableDefaultLighting(); effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateRotationY(MathHelper.ToRadians(model.Angle)) * Matrix.CreateTranslation(model.Position) * parenttransform; effect.View = getView(); effect.Projection = getProjection(); effect.Alpha = model.Opacity; } } mesh.Draw(); } I feel as though I have tried every conceivable way of incorporating the parenttransform value into the draw method. The above is my most recent attempt. Is what I'm trying to do correct? And if so, is there a reason it doesn't work? The above Draw method seems to transpose the models x/z position - but even at these wrong positions, they do not account for the animation of Model B at all. Note: As will be evident from the code my "model" is comprised of a list of "components". It is these "components" that correspond to a single "Microsoft.Xna.Framework.Graphics.Model"

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  • Protecting Cookies: Once and For All

    - by Your DisplayName here!
    Every once in a while you run into a situation where you need to temporarily store data for a user in a web app. You typically have two options here – either store server-side or put the data into a cookie (if size permits). When you need web farm compatibility in addition – things become a little bit more complicated because the data needs to be available on all nodes. In my case I went for a cookie – but I had some requirements Cookie must be protected from eavesdropping (sent only over SSL) and client script Cookie must be encrypted and signed to be protected from tampering with Cookie might become bigger than 4KB – some sort of overflow mechanism would be nice I really didn’t want to implement another cookie protection mechanism – this feels wrong and btw can go wrong as well. WIF to the rescue. The session management feature already implements the above requirements but is built around de/serializing IClaimsPrincipals into cookies and back. But if you go one level deeper you will find the CookieHandler and CookieTransform classes which contain all the needed functionality. public class ProtectedCookie {     private List<CookieTransform> _transforms;     private ChunkedCookieHandler _handler = new ChunkedCookieHandler();     // DPAPI protection (single server)     public ProtectedCookie()     {         _transforms = new List<CookieTransform>             {                 new DeflateCookieTransform(),                 new ProtectedDataCookieTransform()             };     }     // RSA protection (load balanced)     public ProtectedCookie(X509Certificate2 protectionCertificate)     {         _transforms = new List<CookieTransform>             {                 new DeflateCookieTransform(),                 new RsaSignatureCookieTransform(protectionCertificate),                 new RsaEncryptionCookieTransform(protectionCertificate)             };     }     // custom transform pipeline     public ProtectedCookie(List<CookieTransform> transforms)     {         _transforms = transforms;     }     public void Write(string name, string value, DateTime expirationTime)     {         byte[] encodedBytes = EncodeCookieValue(value);         _handler.Write(encodedBytes, name, expirationTime);     }     public void Write(string name, string value, DateTime expirationTime, string domain, string path)     {         byte[] encodedBytes = EncodeCookieValue(value);         _handler.Write(encodedBytes, name, path, domain, expirationTime, true, true, HttpContext.Current);     }     public string Read(string name)     {         var bytes = _handler.Read(name);         if (bytes == null || bytes.Length == 0)         {             return null;         }         return DecodeCookieValue(bytes);     }     public void Delete(string name)     {         _handler.Delete(name);     }     protected virtual byte[] EncodeCookieValue(string value)     {         var bytes = Encoding.UTF8.GetBytes(value);         byte[] buffer = bytes;         foreach (var transform in _transforms)         {             buffer = transform.Encode(buffer);         }         return buffer;     }     protected virtual string DecodeCookieValue(byte[] bytes)     {         var buffer = bytes;         for (int i = _transforms.Count; i > 0; i—)         {             buffer = _transforms[i - 1].Decode(buffer);         }         return Encoding.UTF8.GetString(buffer);     } } HTH

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  • What is the most performant CSS property for transitioning an element?

    - by Ian Kuca
    I'm wondering whether there is a performance difference between using different CSS properties to translate an element. Some properties fit different situations differently. You can translate an element with following properties: transform, top/left/right/bottom and margin-top/left/right/bottom In the case where you do not utilize the transition CSS property for the translation but use some form of a timer (setTimeout, requestAnimationFrame or setImmediate) or raw events, which is the most performant–which is going to make for higher FPS rates?

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  • How to do directional per fragment lighting in world space?

    - by user
    I am attempting to create a GLSL shader for simple, per-fragment directional light. So far, after following many tutorials, I have continually ran into the issue: my light is specified in world coordinates, however, the shader treats the light's position as being in eye space, thus, the light direction changes when I move the camera. My question is, how to I transform a directional light position such as (50, 50, 50, 0) into eye space, or, would doing things this way be the incorrect approach to the problem?

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  • What are the drawbacks of sending XML to browsers and let them apply XSLT?

    - by MainMa
    Context Working as a freelance developer, I often made websites completely based on XSLT. In other words, on every request, an XML file is generated, containing everything we need to know about the page content: the name of the user currently logged in, the top menu entries, if this menu is dynamic/configurable, the text to display in a specific area of the page, etc. Then XSL process (caches, etc.) it to HTML/XHTML page to send to the browser. It has a good point to make it easier to create small-scale websites, especially with PHP. It is a sort of template engine, but which I prefer to other template engines because it's much more powerful than most of template engines, and because I know it better and like it. It is also possible, when need, to give an access to raw XML data on demand for an automated access, without the need to create separate APIs. Of course, it will fail completely on any medium-scale or large-scale website, since, even with good caching techniques, XSL still degrades overall website performance and requires more CPU serverside. Question Modern browsers have the ability to take an XML file and to transform it with an associated XSL file declared in XML like <?xml-stylesheet href="demo.xslt" type="text/xsl"?>. Firefox 3 can do it. Internet Explorer 8 can do it too. It means that it is possible to migrate XSL processing from the server to the client side for 50% of users (according on browser statistics on several websites where I may want to implement this). It means that those 50% of users will receive only the XML file at each request, thus reducing their and server's bandwidth (XML file being much shorter than its processed HTML analog), and reducing server's CPU usage. What are the drawbacks of this technique? I thought about several ones, but it doesn't apply in this situation: Difficult implementation and the need to choose, based on the browser request, when to send raw XML and when to transform it to HTML instead. Obviously, the system will not be much more difficult then the actual one. The only change to make is to add XSL file link to every XML, and to add a browser check. More IO and bandwidth usage, since the XSLT file will be downloaded by the browsers, instead of being cached by the server. I don't think it will be a problem, since XSLT file will be cached by the browsers (like images, or CSS, or JavaScript files are cached actually). Possibly some problems on client side, like maybe problems when saving a page in some browsers. Difficulty to debug code: it is impossible to obtain an HTML source the browser is actually using, since the only displayed source is the downloaded XML. On the other hand, I rarely go look at HTML code on client side, and in most cases, it is unusable directly (whitespace being removed).

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  • How to remove the boundary effects arising due to zero padding in scipy/numpy fft?

    - by Omkar
    I have made a python code to smoothen a given signal using the Weierstrass transform, which is basically the convolution of a normalised gaussian with a signal. The code is as follows: #Importing relevant libraries from __future__ import division from scipy.signal import fftconvolve import numpy as np def smooth_func(sig, x, t= 0.002): N = len(x) x1 = x[-1] x0 = x[0] # defining a new array y which is symmetric around zero, to make the gaussian symmetric. y = np.linspace(-(x1-x0)/2, (x1-x0)/2, N) #gaussian centered around zero. gaus = np.exp(-y**(2)/t) #using fftconvolve to speed up the convolution; gaus.sum() is the normalization constant. return fftconvolve(sig, gaus/gaus.sum(), mode='same') If I run this code for say a step function, it smoothens the corner, but at the boundary it interprets another corner and smoothens that too, as a result giving unnecessary behaviour at the boundary. I explain this with a figure shown in the link below. Boundary effects This problem does not arise if we directly integrate to find convolution. Hence the problem is not in Weierstrass transform, and hence the problem is in the fftconvolve function of scipy. To understand why this problem arises we first need to understand the working of fftconvolve in scipy. The fftconvolve function basically uses the convolution theorem to speed up the computation. In short it says: convolution(int1,int2)=ifft(fft(int1)*fft(int2)) If we directly apply this theorem we dont get the desired result. To get the desired result we need to take the fft on a array double the size of max(int1,int2). But this leads to the undesired boundary effects. This is because in the fft code, if size(int) is greater than the size(over which to take fft) it zero pads the input and then takes the fft. This zero padding is exactly what is responsible for the undesired boundary effects. Can you suggest a way to remove this boundary effects? I have tried to remove it by a simple trick. After smoothening the function I am compairing the value of the smoothened signal with the original signal near the boundaries and if they dont match I replace the value of the smoothened func with the input signal at that point. It is as follows: i = 0 eps=1e-3 while abs(smooth[i]-sig[i])> eps: #compairing the signals on the left boundary smooth[i] = sig[i] i = i + 1 j = -1 while abs(smooth[j]-sig[j])> eps: # compairing on the right boundary. smooth[j] = sig[j] j = j - 1 There is a problem with this method, because of using an epsilon there are small jumps in the smoothened function, as shown below: jumps in the smooth func Can there be any changes made in the above method to solve this boundary problem?

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  • Free Webinar - Using Enterprise Data Integration Dashboards

    - by andyleonard
    Join Kent Bradshaw and me as we present Using Enterprise Data Integration Dashboards Tuesday 11 Dec 2012 at 10:00 AM ET! If data is the life of the modern organization, data integration is the heart of an enterprise. Data circulation is vital. Data integration dashboards provide enterprise ETL (Extract, Transform, and Load) teams near-real-time status supported with historical performance analysis. Join Linchpins Kent Bradshaw and Andy Leonard as they demonstrate and discuss the benefits of data...(read more)

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  • Why is my arrow texture being drawn in odd places?

    - by tyjkenn
    This is a script I wrote that places an arrow on the screen, pointing to an enemy off-screen, or, if the enemy is on-screen, it places an arrow hovering above the enemy. Everything seems to work, except for some odd reason, I see random arrows floating around, often skewed and resized (which I really don't understand, because I only rotate and place in this script). Even when I only have one enemy in the scene, I still see these random arrows. It should only be drawing one per enemy. Note: when all enemies are removed, no arrows appear. var arrow : Texture; var cam : Camera; var dim : int = 30; function OnGUI() { var objects = GameObject.FindGameObjectsWithTag("Enemy"); for(var ob : GameObject in objects) { var pos = cam.WorldToViewportPoint(ob.transform.position); if(gameObject.GetComponent(FollowCamera).target != null){ var tar = gameObject.GetComponent(FollowCamera).target.parent; } if(pos.z>1 && ob.transform != tar){ var xDiff = (pos.x*cam.pixelWidth)-(cam.pixelWidth/2); var yDiff = (pos.y*cam.pixelHeight)-(cam.pixelHeight/2); var angle = Mathf.Rad2Deg*Mathf.Atan(yDiff/xDiff)+180; if(xDiff>0) angle += 180; var dist = Mathf.Sqrt(xDiff*xDiff + yDiff*yDiff); var slope = yDiff/xDiff; var camSlope = cam.pixelHeight/cam.pixelWidth; var theX = -1000.0; var theY = -1000.0; var mult = 0; var temp; if(Mathf.Abs(xDiff)>(cam.pixelWidth/2)||Mathf.Abs(yDiff)>(cam.pixelHeight/2)){ //touching right if(slope<camSlope && slope>-camSlope) { if(xDiff>(cam.pixelWidth/2)) { theX = cam.pixelWidth - (dim/2); mult = -1; }else if(xDiff<-(cam.pixelWidth/2)) { theX = (dim/2); mult = 1; } temp = ((cam.pixelWidth/2)*yDiff)/xDiff; theY =(cam.pixelHeight/2)+(mult*temp); } else{ if(yDiff>(cam.pixelHeight/2)) { theY = (dim/2); mult = 1; }else if(yDiff<-(cam.pixelHeight/2)) { theY = cam.pixelHeight - (dim/2); mult = -1; } temp = ((cam.pixelHeight/2)*xDiff)/yDiff; theX =(cam.pixelWidth/2)+(mult*temp); } } else { angle = -90; theX = (cam.pixelWidth/2)+xDiff; theY = (cam.pixelHeight/2)-yDiff-dim; } GUIUtility.RotateAroundPivot(-angle, Vector2(theX, theY)); Graphics.DrawTexture(Rect(theX-(dim/2),theY-(dim/2),dim,dim),arrow,null); GUIUtility.RotateAroundPivot(angle, Vector2(theX, theY)); } } }

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  • How to make an object move again after being stopped by collision in Unity?

    - by Matthew Underwood
    I have a player object which position is always centered on the main camera's viewport. This object has a Rigidbody 2D, a box and circle collider. The player moves around a level, the level has a polygon collider attached. I move the camera until the object hits against the collider, which stops the movement of the camera by setting its speed to 0. The problem happens when I want to move the camera / player object away from the collider. As the speed is already at 0, it cannot move away from the collider. The script attached to the player object, checks for collisions and applies the speed to 0 on the main camera's test script. using UnityEngine; using System.Collections; public class move : MonoBehaviour { public float speed; public test testing; // Use this for initialization void Start () { speed = 10F; testing = Camera.main.GetComponent<test>(); } // Update is called once per frame void FixedUpdate () { Vector3 p = Camera.main.ViewportToWorldPoint(new Vector3(0.5F, 0.5F, Camera.main.nearClipPlane)); transform.position = new Vector3(p.x, p.y, -1); } void OnCollisionEnter2D(Collision2D col) { testing.speed = 0; } void OnCollisionExit2D(Collision2D col) { testing.speed = 10F; } } This is the script attached to the main camera; just a simple script that changes the camera's position. using UnityEngine; using System.Collections; public class test : MonoBehaviour { public float speed; public float translationY; public float translationX; // Use this for initialization void Start () { speed = 10F; } void FixedUpdate () { translationY = Input.GetAxis("Vertical") * speed * Time.deltaTime; translationX = Input.GetAxis("Horizontal") * speed * Time.deltaTime; transform.Translate(translationX, translationY, 0); } } The player object isn't kinematic and is a fixed angle, the colliders aren't triggers and the polygon collider isn't a trigger either. The player is the red square, the collider is the pink area. -- EDIT -- From the latest change the collider set up for the player So if the X speed was disabled. It wouldnt move into the side of the polygon colider which is good, but yet you couldnt move away from it. And moving down would move inside the colider.

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  • How can I model a pendulum blade?

    - by Micah Delane Bolen
    Like this one from Saw V: What primitive shape/s would you start out with? How would you transform the primitive shape/s to give it a nice, smooth, sharp blade on one side without distorting the entire object in a weird way? I tried starting out with a cylinder and then subtracting the top half using a duplicate cylinder and a difference modifier, but I ended up distorting the entire object when I tried to pull the "blade" edges together. I think I need to add lattices to smoothly "sharpen" the edge of the blade.

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  • NOSQL - Extracting keywords from PowerPoint using PowerShell

    - by John Paul Cook
    Yesterday I mentioned my desire to transform PowerPoint slides from just data to actual information. I've made good progress using PowerShell, but I need PowerShell help with a problem that I hope is of some general interest. Originally I considered using full-text search in SQL Server, but realized it wouldn't do what I wanted, thus the NOSQL approach. I need to extract the keywords from a PowerPoint presentation. On the File menu in PowerPoint 2007/2010, the Save & Send has a Create Handouts...(read more)

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  • How to Convert HTML to PDF Using PHP?

    - by Meng Longlong
    PDF or Portable Document Format is a popular file type that is often used for online documents. It's great for distributing downloadable written content, and is frequently used by governments and businesses alike. Because it's a format that's familiar to all, many applications allow the user to convert other document types to the PDF format. PHP is one programming language that has a built-in ability to convert to PDF. PHP scripts can be used to transform file types such as HTML into PDF files.

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  • Windows Azure Media Services Launched by Microsoft

    Based on Microsoft's Windows Azure cloud, Windows Azure Media Services was created to supply content providers and media partners with cloud capabilities to accommodate and transform massive volumes of digital media into desired formats that customers can access on an on-demand basis. The service also simplifies the process of creating, managing, and delivering media to devices through the use of first-party and third-party media technologies. Numerous third-party technologies from media partners have been integrated to fall beneath the Windows Azure Media Services umbrella. For example, Asp...

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  • SSIS Training Comes to NYC 30 Jul-3 Aug!

    - by andyleonard
    Linchpin People is excited to announce the scheduling of From Zero To SSIS in New York City 30 Jul – 03 Aug 2012! Training Description From Zero to SSIS was developed by Andy Leonard to train technology professionals in the fine art of using SQL Server Integration Services (SSIS) to build data integration and Extract-Transform-Load (ETL) solutions. The training is focused around labs and emphasizes a hands-on approach. Most technologists learn by doing; this training is designed to maximize the time...(read more)

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  • SSIS Training Comes to NYC 30 Jul-3 Aug!

    - by andyleonard
    Linchpin People is excited to announce the scheduling of From Zero To SSIS in New York City 30 Jul – 03 Aug 2012! Training Description From Zero to SSIS was developed by Andy Leonard to train technology professionals in the fine art of using SQL Server Integration Services (SSIS) to build data integration and Extract-Transform-Load (ETL) solutions. The training is focused around labs and emphasizes a hands-on approach. Most technologists learn by doing; this training is designed to maximize the time...(read more)

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  • SQL Server Reporting Services Advanced Charting

    SQL Server Reporting Services (SSRS) has evolved over the years to incorporate many new data visualization capabilities. In this article, Scott Murray illustrates how DBAs can use these tools to produce reports that include Indicators, Embedded Charts, Sparklins, and Chart overlays. Countless happy developers. One award-winning bundle.The SQL Developer Bundle can transform the way you and your team work, aiding collaboration, efficiency, and consistency. Download your free trial now.

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  • LinkShare - A Customer Case of Highly Scalable BI and Analytics for E-Commerce Marketing

    LinkShare is one of the largest users of BI and Analytics for its innovative, E-commerce, Affiliate Marketing and Pay-per-Action services. It use OBIEE to gain insights into its own performance but also offers vast amounts of data and analytics to its customers on the performance of their marketing programs and campaigns. This session will highlight how creative firms can use BI to transform the products and services they provide to their customers and use BI as a competitive differentiator.

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  • Transforming your Business with Oracle Consulting

    Stephan Scholl Senior Vice President, North America Consulting talks about the role that the 11,000+ professionals in Oracle Consulting play in helping customers transform their businesses and reap the benefits of the latest releases on their Oracle solutions.

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  • Switching rows and columns in SQL

    When they use SQL Server, one the commoner questions that Ms Access programmers ask is 'Where's the TRANSFORM/PIVOT command? So how do you swap colums and rows in an aggregate table? Do you really need to use a CLR routine for this?

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  • 2d array permutation proof [migrated]

    - by FGM
    I want to know if it's possible to get any possible combination of a 4x4 integer array given three rules: you may shift any column up or down you may shift any row left or right you may shift the entire array left, right, up, or down That is, you can transform: [1] [2] [3] [4] [5] [6] [7] [8] [9] [10] [11] [12] [13] [14] [15] [16] into any possible combination of a 4x4 array of the same 16 values, given those three rules. Basically, I just want to know if there are impossible combinations.

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