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  • Detect rotated rectangle collision

    - by handyface
    I'm trying to implement a script that detects whether two rotated rectangles collide for my game. I used the method explained in the following article for my implementation in Google Dart. 2D Rotated Rectangle Collision I tried to implement this code into my game. Basically from what I understood was that I have two rectangles, these two rectangles can produce four axis (two per rectangle) by subtracting adjacent corner coordinates. Then all the corners from both rectangles need to be projected onto each axis, then multiplying the coordinates of the projection by the axis coordinates (point.x*axis.x+point.y*axis.y) to make a scalar value and checking whether the range of both the rectangle's projections overlap. When all the axis have overlapping projections, there's a collision. First of all, I'm wondering whether my comprehension about this algorithm is correct. If so I'd like to get some pointers in where my implementation (written in Dart, which is very readable for people comfortable with C-syntax) goes wrong. Thanks!

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  • Make the player run onto stairs smoothly

    - by misiMe
    I have a 2D Platform game, where the player Always runs to the right, but the terrain isn't Always horizontal. Example: I implemented a bounding-box collision system that just checks for intersections with player box and the other blocks, to stop player from running if you encounter a big block, so that you have to jump, but when I put stairs, I want him to run smoothly just like he is on the horizontal ground. With the collision system you have to jump the stairs in order to pass them! I thought about generating a line between the edges of the stairs, and imposing the player movement on that line... What do you think? Is there something more clever to do?

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  • Collision for mobile game

    - by zemiguel12
    I'm writing a little game in as3 using Starling, and I need to check collision between 2 boats that can rotate. I don't need the pixel perfect collision, but bounds collision is not enough too. The boat look more or less like this: I was thinking about create one square on the back of the boat and a triangle on the front, than for each boat, check if the square collide with the other boat square or triangle, and the same for the triangle. I just don't know how to do that, I don't know if it's possible with the Shape.hitTest, or if it's the best way to do that. What can I do?

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  • Should my game handle collisions in the Player object?

    - by user1264811
    I'm making a 2D platform game. Right now I'm just working on making a very generic Player class. I'm wondering if it would be more efficient/better practice to have an ActionListener within the Player class to detect collisions with Enemy objects (also have an ActionListener) or to handle all the collisions in the main world. Furthermore, I'm thinking ahead about how I will handle collisions with the platforms themselves. I've looked into the double boolean arrays to see which tiles players can go to and which they can't. I don't understand how to use this class and the player class at the same time.

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  • Selecting Date Range on a PHP form and displaying results from MySQL database

    - by Sarah HSL
    This may be something simple but I cant understand why this wouldn't work.. I have a php form where you can select a date range from drop downs. I've given the field names day, month year, and day1, month1, year1. When clicking submit it takes you to a second php form. Here is the code for second form: <?php $username="***"; $password="***"; $database="****"; mysql_connect('localhost',$username,$password); @mysql_select_db($database) or die( "Unable to select database"); $day = $_GET['day']; $month = $_GET['month']; $year = $_GET['year']; $day1 = $_GET['day1']; $month1 = $_GET['month1']; $year1 = $_GET['year1']; $date1 = "$year-$month-$day"; $date2 = "$year1-$month1-$day1"; $query = "SELECT * FROM main_stock WHERE curr_timestamp BETWEEN '$date1' AND '$date2'"; $result=mysql_query($query); $num=mysql_num_rows($result); ?> <table border="1" cellspacing="2" cellpadding="2"> <tr> <td><b><font face="Arial, Helvetica, sans-serif">Product Description</font></b></td> <td><b><font face="Arial, Helvetica, sans-serif">Category</font></b></td> <td><b><font face="Arial, Helvetica, sans-serif">Master Category</font></b></td> <td><b><font face="Arial, Helvetica, sans-serif">Barcode</font></b></td> <td><b><font face="Arial, Helvetica, sans-serif">Status</font></b></td> <td><b><font face="Arial, Helvetica, sans-serif">TimeStamp</font></b></td> <td><b><font face="Arial, Helvetica, sans-serif">New Own</font></b></td> <td><b><font face="Arial, Helvetica, sans-serif">Serial No.</font></b></td> </tr> <?php $i=0; while ($i < $num) { $f1=mysql_result($result,$i,"product_desc"); $f2=mysql_result($result,$i,"category"); $f3=mysql_result($result,$i,"mastercategory"); $f4=mysql_result($result,$i,"barcode"); $f5=mysql_result($result,$i,"status"); $f6=mysql_result($result,$i,"curr_timestamp"); $f7=mysql_result($result,$i,"newown"); $f8=mysql_result($result,$i,"serial"); ?> <tr> <td><font face="Arial, Helvetica, sans-serif"><?php echo $f1; ?></font></td> <td><font face="Arial, Helvetica, sans-serif"><?php echo $f2; ?></font></td> <td><font face="Arial, Helvetica, sans-serif"><?php echo $f3; ?></font></td> <td><font face="Arial, Helvetica, sans-serif"><?php echo $f4; ?></font></td> <td><font face="Arial, Helvetica, sans-serif"><?php echo $f5; ?></font></td> <td><font face="Arial, Helvetica, sans-serif"><?php echo $f6; ?></font></td> <td><font face="Arial, Helvetica, sans-serif"><?php echo $f7; ?></font></td> <td><font face="Arial, Helvetica, sans-serif"><?php echo $f8; ?></font></td> </tr> <?php $i++; } $num_rows = mysql_num_rows($result); echo "$num_rows Rows\n"; mysql_close(); ?> Is there any reason this wouldn't work? I'm not sure where I am going wrong. It displays results when there is another option as well as the date such as 'status' but when this is taken out and I just want to display all the results between the date range it doesn't work.. This works: <?php $username="+++"; $password="+++"; $database="+++"; mysql_connect('localhost',$username,$password); @mysql_select_db($database) or die( "Unable to select database"); $day = $_GET['day']; $month = $_GET['month']; $year = $_GET['year']; $day1 = $_GET['day1']; $month1 = $_GET['month1']; $year1 = $_GET['year1']; $status = $_GET['status']; $date1 = "$year-$month-$day"; $date2 = "$year1-$month1-$day1"; $query = "SELECT * FROM main_stock WHERE status = '$status' AND curr_timestamp BETWEEN '$date1' AND '$date2'"; $result=mysql_query($query); $num=mysql_num_rows($result); ?> <table border="1" cellspacing="2" cellpadding="2"> <tr> <td><b><font face="Arial, Helvetica, sans-serif">Product Description</font></b></td> <td><b><font face="Arial, Helvetica, sans-serif">Category</font></b></td> <td><b><font face="Arial, Helvetica, sans-serif">Master Category</font></b></td> <td><b><font face="Arial, Helvetica, sans-serif">Barcode</font></b></td> <td><b><font face="Arial, Helvetica, sans-serif">Status</font></b></td> <td><b><font face="Arial, Helvetica, sans-serif">TimeStamp</font></b></td> <td><b><font face="Arial, Helvetica, sans-serif">New Own</font></b></td> <td><b><font face="Arial, Helvetica, sans-serif">Serial No.</font></b></td> </tr> <?php $i=0; while ($i < $num) { $f1=mysql_result($result,$i,"product_desc"); $f2=mysql_result($result,$i,"category"); $f3=mysql_result($result,$i,"mastercategory"); $f4=mysql_result($result,$i,"barcode"); $f5=mysql_result($result,$i,"status"); $f6=mysql_result($result,$i,"curr_timestamp"); $f7=mysql_result($result,$i,"newown"); $f8=mysql_result($result,$i,"serial"); ?> <tr> <td><font face="Arial, Helvetica, sans-serif"><?php echo $f1; ?></font></td> <td><font face="Arial, Helvetica, sans-serif"><?php echo $f2; ?></font></td> <td><font face="Arial, Helvetica, sans-serif"><?php echo $f3; ?></font></td> <td><font face="Arial, Helvetica, sans-serif"><?php echo $f4; ?></font></td> <td><font face="Arial, Helvetica, sans-serif"><?php echo $f5; ?></font></td> <td><font face="Arial, Helvetica, sans-serif"><?php echo $f6; ?></font></td> <td><font face="Arial, Helvetica, sans-serif"><?php echo $f7; ?></font></td> <td><font face="Arial, Helvetica, sans-serif"><?php echo $f8; ?></font></td> </tr> <?php $i++; } $num_rows = mysql_num_rows($result); echo "$num_rows Rows\n"; mysql_close(); ?> But when the 'status' field is taken out (and obviously the serial drop down in the first form) it stops working...

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  • How to drop packets in a custom Intrusion Detection System

    - by tzoukos
    Hi there, I'm trying to build a custom Intrusion Detection and Prevention System (IDS/IPS). I found a great utility named ROPE which can scan the packet payload and drop the packet that doesn't follow the rules, set by a script. This serves my purpose completely, since what I want to do is check the payload for some specific text and then drop it or allow it ( the string feature in iptables wouldn't do me any good, because I want to check more than one string in tha payload, like usernames, id's, etc ). However, ROPE is really old and despite my many attempts I haven't managed to install it properly. Do you know any similar program that will help me drop packets in iptables depending on the payload? Any suggestion is greatly appreciated :)

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  • Google Chrome - Disable Location auto-detection also for google sites

    - by Michael
    I have read how to disable the location auto-detection here and also in Stackoverflow questions asked before: Google Chrome - Auto Detect Location and more... But it seems that it has no influence on the Google relates sites, e.g. Google translate, Google analytic, and even Google it self as a search engine. I have updated Google chrome to 21.0.1180.89 and then all my problems started, i am breaking my hand since i need to translate every word Google presents in their webpages of their products (or simply use their automatic translator). So i started to use Firefox again, but i really want to return back to Google, what can I do?

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  • How to fix monitor detection on Windows 7?

    - by Boaz
    Hi, I'm using Windows 7 + Windows Media Center for my HTPC. It works great except from one annoying issue. Whenever I turn off my TV while listening the music, the music stop for a second or while Windows 7 tries to figure out what monitor is attached. After that second it settles down on a default 800x640. While not a big deal, it is annoying as I don't want to have the TV on while playing music. Is there anyway to fix the monitor/disable monitor auto-detection on Windows 7 so it would not start recalibrating everything when I turn off my TV? Thanks, Boaz

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  • linux intrusion detection software

    - by Sam Hammamy
    I have an Ubuntu VPS that I use for practice and deploying prototypes as I am a python developer. I recently started teaching my self sys admin tasks, like installing OpenLDAP. I happened to turn off the ufw firewall for just a minute, and when I ran an netstat command, I saw a foreign ip connected to ssh that I traced to china. I'd like to know a few things: 1) Is there any good network intrusion detection software, such that if any IP that's outside a specific range connects to the VPN, I can be notified? -- I am thinking about scripting this, but I'm pretty sure there's something useful out there and I believe in the wisdom of crowds. 2) How did this person gain access to my server? Is it because my firewall was down? Or is it because they browsed my LDAP directory and from there figured out a way to connect (there was a clear text password in the tree but it wasn't one used by the server's sshd)?

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  • Camera doesnt move on opengl qt

    - by hugo
    Here is my code, as my subject indicates i have implemented a camera but i couldnt make it move,Thanks in advance. #define PI_OVER_180 0.0174532925f define GL_CLAMP_TO_EDGE 0x812F include "metinalifeyyaz.h" include include include include include include include metinalifeyyaz::metinalifeyyaz(QWidget *parent) : QGLWidget(parent) { this->setFocusPolicy(Qt:: StrongFocus); time = QTime::currentTime(); timer = new QTimer(this); timer->setSingleShot(true); connect(timer, SIGNAL(timeout()), this, SLOT(updateGL())); xpos = yrot = zpos = 0; walkbias = walkbiasangle = lookupdown = 0.0f; keyUp = keyDown = keyLeft = keyRight = keyPageUp = keyPageDown = false; } void metinalifeyyaz::drawBall() { //glTranslatef(6,0,4); glutSolidSphere(0.10005,300,30); } metinalifeyyaz:: ~metinalifeyyaz(){ glDeleteTextures(1,texture); } void metinalifeyyaz::initializeGL(){ glShadeModel(GL_SMOOTH); glClearColor(1.0,1.0,1.0,0.5); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glEnable(GL_TEXTURE_2D); glDepthFunc(GL_LEQUAL); glClearColor(1.0,1.0,1.0,1.0); glShadeModel(GL_SMOOTH); GLfloat mat_specular[]={1.0,1.0,1.0,1.0}; GLfloat mat_shininess []={30.0}; GLfloat light_position[]={1.0,1.0,1.0}; glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess); glLightfv(GL_LIGHT0, GL_POSITION, light_position); glEnable(GL_LIGHT0); glEnable(GL_LIGHTING); QImage img1 = convertToGLFormat(QImage(":/new/prefix1/halisaha2.bmp")); QImage img2 = convertToGLFormat(QImage(":/new/prefix1/white.bmp")); glGenTextures(2,texture); glBindTexture(GL_TEXTURE_2D, texture[0]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img1.width(), img1.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img1.bits()); 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_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glBindTexture(GL_TEXTURE_2D, texture[1]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img2.width(), img2.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img2.bits()); 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_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really nice perspective calculations } void metinalifeyyaz::resizeGL(int w, int h){ if(h==0) h=1; glViewport(0,0,w,h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, static_cast<GLfloat>(w)/h,0.1f,100.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void metinalifeyyaz::paintGL(){ movePlayer(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); GLfloat xtrans = -xpos; GLfloat ytrans = -walkbias - 0.50f; GLfloat ztrans = -zpos; GLfloat sceneroty = 360.0f - yrot; glLoadIdentity(); glRotatef(lookupdown, 1.0f, 0.0f, 0.0f); glRotatef(sceneroty, 0.0f, 1.0f, 0.0f); glTranslatef(xtrans, ytrans+50, ztrans-130); glLoadIdentity(); glTranslatef(1.0f,0.0f,-18.0f); glRotatef(45,1,0,0); drawScene(); int delay = time.msecsTo(QTime::currentTime()); if (delay == 0) delay = 1; time = QTime::currentTime(); timer->start(qMax(0,10 - delay)); } void metinalifeyyaz::movePlayer() { if (keyUp) { xpos -= sin(yrot * PI_OVER_180) * 0.5f; zpos -= cos(yrot * PI_OVER_180) * 0.5f; if (walkbiasangle >= 360.0f) walkbiasangle = 0.0f; else walkbiasangle += 7.0f; walkbias = sin(walkbiasangle * PI_OVER_180) / 10.0f; } else if (keyDown) { xpos += sin(yrot * PI_OVER_180)*0.5f; zpos += cos(yrot * PI_OVER_180)*0.5f ; if (walkbiasangle <= 7.0f) walkbiasangle = 360.0f; else walkbiasangle -= 7.0f; walkbias = sin(walkbiasangle * PI_OVER_180) / 10.0f; } if (keyLeft) yrot += 0.5f; else if (keyRight) yrot -= 0.5f; if (keyPageUp) lookupdown -= 0.5; else if (keyPageDown) lookupdown += 0.5; } void metinalifeyyaz::keyPressEvent(QKeyEvent *event) { switch (event->key()) { case Qt::Key_Escape: close(); break; case Qt::Key_F1: setWindowState(windowState() ^ Qt::WindowFullScreen); break; default: QGLWidget::keyPressEvent(event); case Qt::Key_PageUp: keyPageUp = true; break; case Qt::Key_PageDown: keyPageDown = true; break; case Qt::Key_Left: keyLeft = true; break; case Qt::Key_Right: keyRight = true; break; case Qt::Key_Up: keyUp = true; break; case Qt::Key_Down: keyDown = true; break; } } void metinalifeyyaz::changeEvent(QEvent *event) { switch (event->type()) { case QEvent::WindowStateChange: if (windowState() == Qt::WindowFullScreen) setCursor(Qt::BlankCursor); else unsetCursor(); break; default: break; } } void metinalifeyyaz::keyReleaseEvent(QKeyEvent *event) { switch (event->key()) { case Qt::Key_PageUp: keyPageUp = false; break; case Qt::Key_PageDown: keyPageDown = false; break; case Qt::Key_Left: keyLeft = false; break; case Qt::Key_Right: keyRight = false; break; case Qt::Key_Up: keyUp = false; break; case Qt::Key_Down: keyDown = false; break; default: QGLWidget::keyReleaseEvent(event); } } void metinalifeyyaz::drawScene(){ glBegin(GL_QUADS); glNormal3f(0.0f,0.0f,1.0f); // glColor3f(0,0,1); //back glVertex3f(-6,0,-4); glVertex3f(-6,-0.5,-4); glVertex3f(6,-0.5,-4); glVertex3f(6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(0.0f,0.0f,-1.0f); //front glVertex3f(6,0,4); glVertex3f(6,-0.5,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,0,4); glEnd(); glBegin(GL_QUADS); glNormal3f(-1.0f,0.0f,0.0f); // glColor3f(0,0,1); //left glVertex3f(-6,0,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,-0.5,-4); glVertex3f(-6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(1.0f,0.0f,0.0f); // glColor3f(0,0,1); //right glVertex3f(6,0,-4); glVertex3f(6,-0.5,-4); glVertex3f(6,-0.5,4); glVertex3f(6,0,4); glEnd(); glBindTexture(GL_TEXTURE_2D, texture[0]); glBegin(GL_QUADS); glNormal3f(0.0f,1.0f,0.0f);//top glTexCoord2f(1.0f,0.0f); glVertex3f(6,0,-4); glTexCoord2f(1.0f,1.0f); glVertex3f(6,0,4); glTexCoord2f(0.0f,1.0f); glVertex3f(-6,0,4); glTexCoord2f(0.0f,0.0f); glVertex3f(-6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(0.0f,-1.0f,0.0f); //glColor3f(0,0,1); //bottom glVertex3f(6,-0.5,-4); glVertex3f(6,-0.5,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,-0.5,-4); glEnd(); // glPushMatrix(); glBindTexture(GL_TEXTURE_2D, texture[1]); glBegin(GL_QUADS); glNormal3f(1.0f,0.0f,0.0f); glTexCoord2f(1.0f,0.0f); //right far goal post front face glVertex3f(5,0.5,-0.95); glTexCoord2f(1.0f,1.0f); glVertex3f(5,0,-0.95); glTexCoord2f(0.0f,1.0f); glVertex3f(5,0,-1); glTexCoord2f(0.0f,0.0f); glVertex3f(5, 0.5, -1); glColor3f(1,1,1); //right far goal post back face glVertex3f(5.05,0.5,-0.95); glVertex3f(5.05,0,-0.95); glVertex3f(5.05,0,-1); glVertex3f(5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post left face glVertex3f(5,0.5,-1); glVertex3f(5,0,-1); glVertex3f(5.05,0,-1); glVertex3f(5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post right face glVertex3f(5.05,0.5,-0.95); glVertex3f(5.05,0,-0.95); glVertex3f(5,0,-0.95); glVertex3f(5, 0.5, -0.95); glColor3f(1,1,1); //right near goal post front face glVertex3f(5,0.5,0.95); glVertex3f(5,0,0.95); glVertex3f(5,0,1); glVertex3f(5,0.5, 1); glColor3f(1,1,1); //right near goal post back face glVertex3f(5.05,0.5,0.95); glVertex3f(5.05,0,0.95); glVertex3f(5.05,0,1); glVertex3f(5.05,0.5, 1); glColor3f(1,1,1); //right near goal post left face glVertex3f(5,0.5,1); glVertex3f(5,0,1); glVertex3f(5.05,0,1); glVertex3f(5.05,0.5, 1); glColor3f(1,1,1); //right near goal post right face glVertex3f(5.05,0.5,0.95); glVertex3f(5.05,0,0.95); glVertex3f(5,0,0.95); glVertex3f(5,0.5, 0.95); glColor3f(1,1,1); //right crossbar front face glVertex3f(5,0.55,-1); glVertex3f(5,0.55,1); glVertex3f(5,0.5,1); glVertex3f(5,0.5,-1); glColor3f(1,1,1); //right crossbar back face glVertex3f(5.05,0.55,-1); glVertex3f(5.05,0.55,1); glVertex3f(5.05,0.5,1); glVertex3f(5.05,0.5,-1); glColor3f(1,1,1); //right crossbar bottom face glVertex3f(5.05,0.5,-1); glVertex3f(5.05,0.5,1); glVertex3f(5,0.5,1); glVertex3f(5,0.5,-1); glColor3f(1,1,1); //right crossbar top face glVertex3f(5.05,0.55,-1); glVertex3f(5.05,0.55,1); glVertex3f(5,0.55,1); glVertex3f(5,0.55,-1); glColor3f(1,1,1); //left far goal post front face glVertex3f(-5,0.5,-0.95); glVertex3f(-5,0,-0.95); glVertex3f(-5,0,-1); glVertex3f(-5, 0.5, -1); glColor3f(1,1,1); //right far goal post back face glVertex3f(-5.05,0.5,-0.95); glVertex3f(-5.05,0,-0.95); glVertex3f(-5.05,0,-1); glVertex3f(-5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post left face glVertex3f(-5,0.5,-1); glVertex3f(-5,0,-1); glVertex3f(-5.05,0,-1); glVertex3f(-5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post right face glVertex3f(-5.05,0.5,-0.95); glVertex3f(-5.05,0,-0.95); glVertex3f(-5,0,-0.95); glVertex3f(-5, 0.5, -0.95); glColor3f(1,1,1); //left near goal post front face glVertex3f(-5,0.5,0.95); glVertex3f(-5,0,0.95); glVertex3f(-5,0,1); glVertex3f(-5,0.5, 1); glColor3f(1,1,1); //right near goal post back face glVertex3f(-5.05,0.5,0.95); glVertex3f(-5.05,0,0.95); glVertex3f(-5.05,0,1); glVertex3f(-5.05,0.5, 1); glColor3f(1,1,1); //right near goal post left face glVertex3f(-5,0.5,1); glVertex3f(-5,0,1); glVertex3f(-5.05,0,1); glVertex3f(-5.05,0.5, 1); glColor3f(1,1,1); //right near goal post right face glVertex3f(-5.05,0.5,0.95); glVertex3f(-5.05,0,0.95); glVertex3f(-5,0,0.95); glVertex3f(-5,0.5, 0.95); glColor3f(1,1,1); //left crossbar front face glVertex3f(-5,0.55,-1); glVertex3f(-5,0.55,1); glVertex3f(-5,0.5,1); glVertex3f(-5,0.5,-1); glColor3f(1,1,1); //right crossbar back face glVertex3f(-5.05,0.55,-1); glVertex3f(-5.05,0.55,1); glVertex3f(-5.05,0.5,1); glVertex3f(-5.05,0.5,-1); glColor3f(1,1,1); //right crossbar bottom face glVertex3f(-5.05,0.5,-1); glVertex3f(-5.05,0.5,1); glVertex3f(-5,0.5,1); glVertex3f(-5,0.5,-1); glColor3f(1,1,1); //right crossbar top face glVertex3f(-5.05,0.55,-1); glVertex3f(-5.05,0.55,1); glVertex3f(-5,0.55,1); glVertex3f(-5,0.55,-1); glEnd(); // glPopMatrix(); // glPushMatrix(); // glTranslatef(0,0,0); // glutSolidSphere(0.10005,500,30); // glPopMatrix(); }

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  • Camera doesn't move

    - by hugo
    Here is my code, as my subject indicates i have implemented a camera but I couldn't make it move. #define PI_OVER_180 0.0174532925f #define GL_CLAMP_TO_EDGE 0x812F #include "metinalifeyyaz.h" #include <GL/glu.h> #include <GL/glut.h> #include <QTimer> #include <cmath> #include <QKeyEvent> #include <QWidget> #include <QDebug> metinalifeyyaz::metinalifeyyaz(QWidget *parent) : QGLWidget(parent) { this->setFocusPolicy(Qt:: StrongFocus); time = QTime::currentTime(); timer = new QTimer(this); timer->setSingleShot(true); connect(timer, SIGNAL(timeout()), this, SLOT(updateGL())); xpos = yrot = zpos = 0; walkbias = walkbiasangle = lookupdown = 0.0f; keyUp = keyDown = keyLeft = keyRight = keyPageUp = keyPageDown = false; } void metinalifeyyaz::drawBall() { //glTranslatef(6,0,4); glutSolidSphere(0.10005,300,30); } metinalifeyyaz:: ~metinalifeyyaz(){ glDeleteTextures(1,texture); } void metinalifeyyaz::initializeGL(){ glShadeModel(GL_SMOOTH); glClearColor(1.0,1.0,1.0,0.5); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glEnable(GL_TEXTURE_2D); glDepthFunc(GL_LEQUAL); glClearColor(1.0,1.0,1.0,1.0); glShadeModel(GL_SMOOTH); GLfloat mat_specular[]={1.0,1.0,1.0,1.0}; GLfloat mat_shininess []={30.0}; GLfloat light_position[]={1.0,1.0,1.0}; glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess); glLightfv(GL_LIGHT0, GL_POSITION, light_position); glEnable(GL_LIGHT0); glEnable(GL_LIGHTING); QImage img1 = convertToGLFormat(QImage(":/new/prefix1/halisaha2.bmp")); QImage img2 = convertToGLFormat(QImage(":/new/prefix1/white.bmp")); glGenTextures(2,texture); glBindTexture(GL_TEXTURE_2D, texture[0]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img1.width(), img1.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img1.bits()); 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_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glBindTexture(GL_TEXTURE_2D, texture[1]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img2.width(), img2.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img2.bits()); 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_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really nice perspective calculations } void metinalifeyyaz::resizeGL(int w, int h){ if(h==0) h=1; glViewport(0,0,w,h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, static_cast<GLfloat>(w)/h,0.1f,100.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void metinalifeyyaz::paintGL(){ movePlayer(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); GLfloat xtrans = -xpos; GLfloat ytrans = -walkbias - 0.50f; GLfloat ztrans = -zpos; GLfloat sceneroty = 360.0f - yrot; glLoadIdentity(); glRotatef(lookupdown, 1.0f, 0.0f, 0.0f); glRotatef(sceneroty, 0.0f, 1.0f, 0.0f); glTranslatef(xtrans, ytrans+50, ztrans-130); glLoadIdentity(); glTranslatef(1.0f,0.0f,-18.0f); glRotatef(45,1,0,0); drawScene(); int delay = time.msecsTo(QTime::currentTime()); if (delay == 0) delay = 1; time = QTime::currentTime(); timer->start(qMax(0,10 - delay)); } void metinalifeyyaz::movePlayer() { if (keyUp) { xpos -= sin(yrot * PI_OVER_180) * 0.5f; zpos -= cos(yrot * PI_OVER_180) * 0.5f; if (walkbiasangle >= 360.0f) walkbiasangle = 0.0f; else walkbiasangle += 7.0f; walkbias = sin(walkbiasangle * PI_OVER_180) / 10.0f; } else if (keyDown) { xpos += sin(yrot * PI_OVER_180)*0.5f; zpos += cos(yrot * PI_OVER_180)*0.5f ; if (walkbiasangle <= 7.0f) walkbiasangle = 360.0f; else walkbiasangle -= 7.0f; walkbias = sin(walkbiasangle * PI_OVER_180) / 10.0f; } if (keyLeft) yrot += 0.5f; else if (keyRight) yrot -= 0.5f; if (keyPageUp) lookupdown -= 0.5; else if (keyPageDown) lookupdown += 0.5; } void metinalifeyyaz::keyPressEvent(QKeyEvent *event) { switch (event->key()) { case Qt::Key_Escape: close(); break; case Qt::Key_F1: setWindowState(windowState() ^ Qt::WindowFullScreen); break; default: QGLWidget::keyPressEvent(event); case Qt::Key_PageUp: keyPageUp = true; break; case Qt::Key_PageDown: keyPageDown = true; break; case Qt::Key_Left: keyLeft = true; break; case Qt::Key_Right: keyRight = true; break; case Qt::Key_Up: keyUp = true; break; case Qt::Key_Down: keyDown = true; break; } } void metinalifeyyaz::changeEvent(QEvent *event) { switch (event->type()) { case QEvent::WindowStateChange: if (windowState() == Qt::WindowFullScreen) setCursor(Qt::BlankCursor); else unsetCursor(); break; default: break; } } void metinalifeyyaz::keyReleaseEvent(QKeyEvent *event) { switch (event->key()) { case Qt::Key_PageUp: keyPageUp = false; break; case Qt::Key_PageDown: keyPageDown = false; break; case Qt::Key_Left: keyLeft = false; break; case Qt::Key_Right: keyRight = false; break; case Qt::Key_Up: keyUp = false; break; case Qt::Key_Down: keyDown = false; break; default: QGLWidget::keyReleaseEvent(event); } } void metinalifeyyaz::drawScene(){ glBegin(GL_QUADS); glNormal3f(0.0f,0.0f,1.0f); // glColor3f(0,0,1); //back glVertex3f(-6,0,-4); glVertex3f(-6,-0.5,-4); glVertex3f(6,-0.5,-4); glVertex3f(6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(0.0f,0.0f,-1.0f); //front glVertex3f(6,0,4); glVertex3f(6,-0.5,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,0,4); glEnd(); glBegin(GL_QUADS); glNormal3f(-1.0f,0.0f,0.0f); // glColor3f(0,0,1); //left glVertex3f(-6,0,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,-0.5,-4); glVertex3f(-6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(1.0f,0.0f,0.0f); // glColor3f(0,0,1); //right glVertex3f(6,0,-4); glVertex3f(6,-0.5,-4); glVertex3f(6,-0.5,4); glVertex3f(6,0,4); glEnd(); glBindTexture(GL_TEXTURE_2D, texture[0]); glBegin(GL_QUADS); glNormal3f(0.0f,1.0f,0.0f);//top glTexCoord2f(1.0f,0.0f); glVertex3f(6,0,-4); glTexCoord2f(1.0f,1.0f); glVertex3f(6,0,4); glTexCoord2f(0.0f,1.0f); glVertex3f(-6,0,4); glTexCoord2f(0.0f,0.0f); glVertex3f(-6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(0.0f,-1.0f,0.0f); //glColor3f(0,0,1); //bottom glVertex3f(6,-0.5,-4); glVertex3f(6,-0.5,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,-0.5,-4); glEnd(); // glPushMatrix(); glBindTexture(GL_TEXTURE_2D, texture[1]); glBegin(GL_QUADS); glNormal3f(1.0f,0.0f,0.0f); glTexCoord2f(1.0f,0.0f); //right far goal post front face glVertex3f(5,0.5,-0.95); glTexCoord2f(1.0f,1.0f); glVertex3f(5,0,-0.95); glTexCoord2f(0.0f,1.0f); glVertex3f(5,0,-1); glTexCoord2f(0.0f,0.0f); glVertex3f(5, 0.5, -1); glColor3f(1,1,1); //right far goal post back face glVertex3f(5.05,0.5,-0.95); glVertex3f(5.05,0,-0.95); glVertex3f(5.05,0,-1); glVertex3f(5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post left face glVertex3f(5,0.5,-1); glVertex3f(5,0,-1); glVertex3f(5.05,0,-1); glVertex3f(5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post right face glVertex3f(5.05,0.5,-0.95); glVertex3f(5.05,0,-0.95); glVertex3f(5,0,-0.95); glVertex3f(5, 0.5, -0.95); glColor3f(1,1,1); //right near goal post front face glVertex3f(5,0.5,0.95); glVertex3f(5,0,0.95); glVertex3f(5,0,1); glVertex3f(5,0.5, 1); glColor3f(1,1,1); //right near goal post back face glVertex3f(5.05,0.5,0.95); glVertex3f(5.05,0,0.95); glVertex3f(5.05,0,1); glVertex3f(5.05,0.5, 1); glColor3f(1,1,1); //right near goal post left face glVertex3f(5,0.5,1); glVertex3f(5,0,1); glVertex3f(5.05,0,1); glVertex3f(5.05,0.5, 1); glColor3f(1,1,1); //right near goal post right face glVertex3f(5.05,0.5,0.95); glVertex3f(5.05,0,0.95); glVertex3f(5,0,0.95); glVertex3f(5,0.5, 0.95); glColor3f(1,1,1); //right crossbar front face glVertex3f(5,0.55,-1); glVertex3f(5,0.55,1); glVertex3f(5,0.5,1); glVertex3f(5,0.5,-1); glColor3f(1,1,1); //right crossbar back face glVertex3f(5.05,0.55,-1); glVertex3f(5.05,0.55,1); glVertex3f(5.05,0.5,1); glVertex3f(5.05,0.5,-1); glColor3f(1,1,1); //right crossbar bottom face glVertex3f(5.05,0.5,-1); glVertex3f(5.05,0.5,1); glVertex3f(5,0.5,1); glVertex3f(5,0.5,-1); glColor3f(1,1,1); //right crossbar top face glVertex3f(5.05,0.55,-1); glVertex3f(5.05,0.55,1); glVertex3f(5,0.55,1); glVertex3f(5,0.55,-1); glColor3f(1,1,1); //left far goal post front face glVertex3f(-5,0.5,-0.95); glVertex3f(-5,0,-0.95); glVertex3f(-5,0,-1); glVertex3f(-5, 0.5, -1); glColor3f(1,1,1); //right far goal post back face glVertex3f(-5.05,0.5,-0.95); glVertex3f(-5.05,0,-0.95); glVertex3f(-5.05,0,-1); glVertex3f(-5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post left face glVertex3f(-5,0.5,-1); glVertex3f(-5,0,-1); glVertex3f(-5.05,0,-1); glVertex3f(-5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post right face glVertex3f(-5.05,0.5,-0.95); glVertex3f(-5.05,0,-0.95); glVertex3f(-5,0,-0.95); glVertex3f(-5, 0.5, -0.95); glColor3f(1,1,1); //left near goal post front face glVertex3f(-5,0.5,0.95); glVertex3f(-5,0,0.95); glVertex3f(-5,0,1); glVertex3f(-5,0.5, 1); glColor3f(1,1,1); //right near goal post back face glVertex3f(-5.05,0.5,0.95); glVertex3f(-5.05,0,0.95); glVertex3f(-5.05,0,1); glVertex3f(-5.05,0.5, 1); glColor3f(1,1,1); //right near goal post left face glVertex3f(-5,0.5,1); glVertex3f(-5,0,1); glVertex3f(-5.05,0,1); glVertex3f(-5.05,0.5, 1); glColor3f(1,1,1); //right near goal post right face glVertex3f(-5.05,0.5,0.95); glVertex3f(-5.05,0,0.95); glVertex3f(-5,0,0.95); glVertex3f(-5,0.5, 0.95); glColor3f(1,1,1); //left crossbar front face glVertex3f(-5,0.55,-1); glVertex3f(-5,0.55,1); glVertex3f(-5,0.5,1); glVertex3f(-5,0.5,-1); glColor3f(1,1,1); //right crossbar back face glVertex3f(-5.05,0.55,-1); glVertex3f(-5.05,0.55,1); glVertex3f(-5.05,0.5,1); glVertex3f(-5.05,0.5,-1); glColor3f(1,1,1); //right crossbar bottom face glVertex3f(-5.05,0.5,-1); glVertex3f(-5.05,0.5,1); glVertex3f(-5,0.5,1); glVertex3f(-5,0.5,-1); glColor3f(1,1,1); //right crossbar top face glVertex3f(-5.05,0.55,-1); glVertex3f(-5.05,0.55,1); glVertex3f(-5,0.55,1); glVertex3f(-5,0.55,-1); glEnd(); // glPopMatrix(); // glPushMatrix(); // glTranslatef(0,0,0); // glutSolidSphere(0.10005,500,30); // glPopMatrix(); }

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  • Commandline program to extract archives with automatic subdirectry detection

    - by ??????
    The title already says it. What I'm looking for is essentially the pure commandline counterpart to ark -ba <path> (on KDE), or file-roller -h <path> (on GNOME/Unity). Unfortunately, both ark and file-roller require X to be running. I'm aware that it is relatively simple to write a tool that detects archives based on their file extension, and then runs the appropiate program: #!/bin/bash if [[ -f "$1" ]] ; then case $1 in *.tar.bz2) tar xjvf $1 ;; *.tar.gz) tar xzvf $1 ;; *.bz2) bunzip2 $1 ;; *.rar) rar x $1 ;; *.gz) gunzip $1 ;; *.tar) tar xf $1 ;; *.tbz2) tar xjvf $1 ;; *.tgz) tar xzvf $1 ;; *.zip) unzip $1 ;; *.Z) uncompress $1 ;; *.7z) 7z x $1 ;; *) echo "'$1' cannot be extracted with this utility" ;; esac else echo "path '$1' does not exist or is not a file" fi However, that doesn't take care of subdirectory detection (and in fact, many extraction programs do not even supply such an option). So might there be a program that does exactly that? I wasn't sure whether or not to ask on askubuntu.com, because this question isn't really about Ubuntu, but rather about any Linux operating system. My apologies if this question does not fit in here.

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  • Good memory profiling, leak and error detection for Windows

    - by Fernando
    I'm currently looking for a good memory / leak detection tool for Windows. A few years ago, I used Numega's Boundschecker, which was VERY good. Right now it seems to have been sold to Compuware, which apparently sold it again to some other company. Trying to evaluate a demo of the current version has been so far very frustrating, in the best "enterprisy" tradition: (a) no advertised prices on their website (Great Red Flashing Lights of Warning); (b) contact form asked for number of employeers and other private information; (c) no response to my emails asking for a evaluation and price. I had to conclude that BoundsChecker is now one of "those" products. Y'know, the type where you innocently call and tomorrow 3 men in black suits turn up at your building wanting to talk to you about "partnerships" and not-so-secretly gauge the size of your company and therefore how much they can get away with charging you. SO, rant aside, can anyone recommend an excellent memory checking/leak detection tool, how much it costs, and suggestions for where to buy?

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  • Omni-directional light shadow mapping with cubemaps in WebGL

    - by Winged
    First of all I must say, that I have read a lot of posts describing an usage of cubemaps, but I'm still confused about how to use them. My goal is to achieve a simple omni-directional (point) light type shading in my WebGL application. I know that there is a lot more techniques (like using Two-Hemispheres or Camera Space Shadow Mapping) which are way more efficient, but for an educational purpose cubemaps are my primary goal. Till now, I have adapted a simple shadow mapping which works with spotlights (with one exception: I don't know how to cut off the glitchy part beyond the reach of a single shadow map texture): glitchy shadow mapping<<< So for now, this is how I understand the usage of cubemaps in shadow mapping: Setup a framebuffer (in case of cubemaps - 6 framebuffers; 6 instead of 1 because every usage of framebufferTexture2D slows down an execution which is nicely described here <<<) and a texture cubemap. Also in WebGL depth components are not well supported, so I need to render it to RGBA first. this.texture = gl.createTexture(); gl.bindTexture(gl.TEXTURE_CUBE_MAP, this.texture); gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR); for (var face = 0; face < 6; face++) gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, gl.RGBA, this.size, this.size, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); gl.bindTexture(gl.TEXTURE_CUBE_MAP, null); this.framebuffer = []; for (face = 0; face < 6; face++) { this.framebuffer[face] = gl.createFramebuffer(); gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer[face]); gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, this.texture, 0); gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, this.depthbuffer); var e = gl.checkFramebufferStatus(gl.FRAMEBUFFER); // Check for errors if (e !== gl.FRAMEBUFFER_COMPLETE) throw "Cubemap framebuffer object is incomplete: " + e.toString(); } Setup the light and the camera (I'm not sure if should I store all of 6 view matrices and send them to shaders later, or is there a way to do it with just one view matrix). Render the scene 6 times from the light's position, each time in another direction (X, -X, Y, -Y, Z, -Z) for (var face = 0; face < 6; face++) { gl.bindFramebuffer(gl.FRAMEBUFFER, shadow.buffer.framebuffer[face]); gl.viewport(0, 0, shadow.buffer.size, shadow.buffer.size); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); camera.lookAt( light.position.add( cubeMapDirections[face] ) ); scene.draw(shadow.program); } In a second pass, calculate the projection a a current vertex using light's projection and view matrix. Now I don't know If should I calculate 6 of them, because of 6 faces of a cubemap. ScaleMatrix pushes the projected vertex into the 0.0 - 1.0 region. vDepthPosition = ScaleMatrix * uPMatrixFromLight * uVMatrixFromLight * vWorldVertex; In a fragment shader calculate the distance between the current vertex and the light position and check if it's deeper then the depth information read from earlier rendered shadow map. I know how to do it with a 2D Texture, but I have no idea how should I use cubemap texture here. I have read that texture lookups into cubemaps are performed by a normal vector instead of a UV coordinate. What vector should I use? Just a normalized vector pointing to the current vertex? For now, my code for this part looks like this (not working yet): float shadow = 1.0; vec3 depth = vDepthPosition.xyz / vDepthPosition.w; depth.z = length(vWorldVertex.xyz - uLightPosition) * linearDepthConstant; float shadowDepth = unpack(textureCube(uDepthMapSampler, vWorldVertex.xyz)); if (depth.z > shadowDepth) shadow = 0.5; Could you give me some hints or examples (preferably in WebGL code) how I should build it?

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  • OpenCV to JNI how to make it work?

    - by padfoot-4444
    I am tring to use opencv and java for face detection, and in that pursit i found this "JNI2OPENCV" file....but i am confused on how to make it work, can anyone help me? http://img519.imageshack.us/img519/4803/askaj.jpg and the following is the FaceDetection.java `class JNIOpenCV { static { System.loadLibrary("JNI2OpenCV"); } public native int[] detectFace(int minFaceWidth, int minFaceHeight, String cascade, String filename); } public class FaceDetection { private JNIOpenCV myJNIOpenCV; private FaceDetection myFaceDetection; public FaceDetection() { myJNIOpenCV = new JNIOpenCV(); String filename = "lena.jpg"; String cascade = "haarcascade_frontalface_alt.xml"; int[] detectedFaces = myJNIOpenCV.detectFace(40, 40, cascade, filename); int numFaces = detectedFaces.length / 4; System.out.println("numFaces = " + numFaces); for (int i = 0; i < numFaces; i++) { System.out.println("Face " + i + ": " + detectedFaces[4 * i + 0] + " " + detectedFaces[4 * i + 1] + " " + detectedFaces[4 * i + 2] + " " + detectedFaces[4 * i + 3]); } } public static void main(String args[]) { FaceDetection myFaceDetection = new FaceDetection(); } }` CAn anyone tell me how can i make this work on Netbeans?? I tried Google but help on this particular topic is very meger. I have added the whole folder as Llibrary in netbeans project and whe i try to run the file i get the followig wrroes. Exception in thread "main" java.lang.UnsatisfiedLinkError: FaceDetection.JNIOpenCV.detectFace(IILjava/lang/String;Ljava/lang/String;)[I at FaceDetection.JNIOpenCV.detectFace(Native Method) at FaceDetection.FaceDetection.<init>(FaceDetection.java:19) at FaceDetection.FaceDetection.main(FaceDetection.java:29) Java Result: 1 BUILD SUCCESSFUL (total time: 2 seconds) CAn anyone tell me the exact way to work with this? like what all i have to do?

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  • Setting Access-Control-Allow-Origin in Dreamhost possible?

    - by Kaushik Gopal
    Just wanted a confirmation for this: Firefox currently doesn't play well for picking custom fonts through a sub-domain via the font-face tag. Other browsers do this without any problems. A little research showed up saying that i am required to set the Access-Control-Allow-Origin as is shown in the link here: http://pastie.org/653265 Essentially i have my blog at kaushikgopal.com/blog and i was trying to access fonts that within this blog that are available at font.kaushikgopal.com. I tried changing the same in my .htaccess file but couldn't resolve the issue.(I placed a .htaccess file within the font sub-domain folder and directly pasted code from the above pastie link). I submitted a ticket to dreamhost asking for assistance and they were helpful in clearly stating "We do not support Access-Control-Allow-Origin on shared hosting servers". So i didn't go the sub-domain route for fonts. But i'm a little curious, has anyone tried this (with a dreamhost hosting account would be helpful)? Just want to confirm what the tech-support guy suggested is accurate and there's no other way. Thanks. Another nice link clearly stating the problem : http://www.stevesouders.com/tests/font-face/xdomain.php

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  • OpenCV to JNI how to make it work?

    - by user293252
    I am tring to use opencv and java for face detection, and in that pursit i found this "JNI2OPENCV" file....but i am confused on how to make it work, can anyone help me? http://img519.imageshack.us/img519/4803/askaj.jpg and the following is the FaceDetection.java class JNIOpenCV { static { System.loadLibrary("JNI2OpenCV"); } public native int[] detectFace(int minFaceWidth, int minFaceHeight, String cascade, String filename); } public class FaceDetection { private JNIOpenCV myJNIOpenCV; private FaceDetection myFaceDetection; public FaceDetection() { myJNIOpenCV = new JNIOpenCV(); String filename = "lena.jpg"; String cascade = "haarcascade_frontalface_alt.xml"; int[] detectedFaces = myJNIOpenCV.detectFace(40, 40, cascade, filename); int numFaces = detectedFaces.length / 4; System.out.println("numFaces = " + numFaces); for (int i = 0; i < numFaces; i++) { System.out.println("Face " + i + ": " + detectedFaces[4 * i + 0] + " " + detectedFaces[4 * i + 1] + " " + detectedFaces[4 * i + 2] + " " + detectedFaces[4 * i + 3]); } } public static void main(String args[]) { FaceDetection myFaceDetection = new FaceDetection(); } } CAn anyone tell me how can i make this work on Netbeans?? I tried Google but help on this particular topic is very meger. I have added the whole folder as Llibrary in netbeans project and whe i try to run the file i get the followig wrroes. Exception in thread "main" java.lang.UnsatisfiedLinkError: FaceDetection.JNIOpenCV.detectFace(IILjava/lang/String;Ljava/lang/String;)[I at FaceDetection.JNIOpenCV.detectFace(Native Method) at FaceDetection.FaceDetection.<init>(FaceDetection.java:19) at FaceDetection.FaceDetection.main(FaceDetection.java:29) Java Result: 1 BUILD SUCCESSFUL (total time: 2 seconds) CAn anyone tell me the exact way to work with this? like what all i have to do?

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  • how to access anti aliasing method of a font with CSS

    - by Daniel Ramirez-Escudero
    I've had this problem in a lot of different webs. You have a font which has different anti-aliasing options, the designer uses the same font with different anti-aliasing options on different parts of the text on the web. So there is a difference between some elements. In this case I have sharp, crisp, strong and smooth. I've used a font generator to get the code to access it via @font-face. Even so, I also have the original .otf if important to know. Is there a method to access this? I upload a picture of what I mean and my actual code: ![@font-face { font-family: 'light'; src: url('../_fnt/light/gothamrnd-light.eot'); src: url('../_fnt/light/gothamrnd-light.eot?#iefix') format('embedded-opentype'), url('../_fnt/light/gothamrnd-light.woff') format('woff'), url('../_fnt/light/gothamrnd-light.ttf') format('truetype'), url('../_fnt/light/gothamrnd-light.svg#../_fnt/light/gothamrnd-light') format('svg'); font-weight: normal; font-style: normal; }]![enter image description here][1]

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  • Snort network instruction Mac OS X

    - by Rasatavohary
    I'm trying to learn network intrusion detection. When I try to launch Snort, in IDS mode, I get this message (I'm running Mac OS X): Initializing Network Interface en1 ERROR: OpenPcap() FSM compilation failed: syntax error PCAP command: snort Fatal Error, Quitting.. How can I fix this problem?

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  • custom type face class by dinesh?

    - by dineshpeiris
    package typeface{ import flash.display.*; import flash.events.Event; import flash.filters.BitmapFilter; import flash.filters.BitmapFilterQuality; import flash.filters.BlurFilter; public class Main extends Sprite { private var typeSet:String="SEE > THINK > CREATE"; private var collectionSet:MovieClip; private var w:int = 1; public function Main():void { trace("start typeface application"); collectionSet = new MovieClip(); for (var n:int = 0; n < typeSet.length; n++) { var _x:int = 0 + (40 * n); var _y:int = 0; var Type:TypeCollector = new TypeCollector(_x, _y, stringToCharacter(typeSet, n), collectionSet); Type.addEventListener("action", actionHandler); } collectionSet.x = 100; collectionSet.y = (stage.stageHeight / 2) - 80; addChild(collectionSet); } private function actionHandler(event:Event):void { if (w == 16) { collectionSet.filters = [new BlurFilter(30, 30, BitmapFilterQuality.HIGH)]; removeChild(collectionSet); } w++; } public function stringToCharacter(str:String, n:int):String { if (str.length == 1) { return str; } return str.slice(n, n+1); } } } package typeface { import flash.display.*; import flash.events.Event; import flash.utils.Timer; import flash.events.TimerEvent; import flash.filters.BitmapFilter; import flash.filters.BitmapFilterQuality; import flash.filters.BlurFilter; import flash.events.EventDispatcher; public class TypeCollector extends EventDispatcher { private var TYPE_MC:typeMC; private var typeArray:Array = new Array("A", "B", "C", "D", "E", "F", "G", "H", "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z", "1", "2", "3", "4", "5", "6", "7", "8", "9", "0", "<", ">"); private var character:String; private var num:int = 0; private var TypeTimer:Timer; private var _xNum:int; private var _yNum:int; private var movieClip:MovieClip; public function TypeCollector(_x:int, _y:int, char:String, movie:MovieClip) { var totalNum:int = typeArray.length; _xNum = _x; _yNum = _y; movieClip = movie; character = char; TypeTimer = new Timer(100, totalNum); TypeTimer.addEventListener("timer", TypeRoutTimer); TypeTimer.start(); } public function TypeRoutTimer(event:TimerEvent):void { CreateTypeFace(num, _xNum, _yNum, character); num++; } public function CreateTypeFace(num:int, _x:int, _y:int, character:String) { if (character == " ") { } else { if (TYPE_MC != null) { TYPE_MC.filters = [new BlurFilter(30, 30, BitmapFilterQuality.HIGH)]; movieClip.removeChild(TYPE_MC); } if (typeArray[num] == character) { TYPE_MC = new typeMC(); TYPE_MC.x = _x; TYPE_MC.y = _y; TYPE_MC.typeTF.text = typeArray[num]; TYPE_MC.filters = [new BlurFilter(5, 5, BitmapFilterQuality.HIGH)]; movieClip.addChild(TYPE_MC); dispatchEvent(new Event("action")); TypeTimer.stop(); } else { TYPE_MC = new typeMC(); TYPE_MC.x = _x; TYPE_MC.y = _y; TYPE_MC.typeTF.text = typeArray[num]; TYPE_MC.filters = [new BlurFilter(10, 10, BitmapFilterQuality.HIGH)]; movieClip.addChild(TYPE_MC); } } } } }

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  • Remote hosts accessing AD's registry

    - by smitty user
    I have a situation here. I have an intrusion detection system and it constantly alerts me that a remote host is accessing our AD's registry remotely. Our remote hosts are mainly Windows XP and our ADs are W2K8. The remote hosts access them over SMB port 445 Is it normal for Windows hosts to access AD's remote registry? My colleagues confirmed with me that both host and AD is clean from virus with endpoint protection enabled. Thanks.

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  • Dice face value recognition

    - by Jakob Gade
    I’m trying to build a simple application that will recognize the values of two 6-sided dice. I’m looking for some general pointers, or maybe even an open source project. The two dice will be black and white, with white and black pips respectively. Their distance to the camera will always be the same, but their position on the playing surface will be random. (not the best example, the surface will be a different color and the shadows will be gone) I have no prior experience with developing this kind of recognition software, but I would assume the trick is to first isolate the faces by searching for the square profile with a dominating white or black color (the rest of the image, i.e. the table/playing surface, will in distinctly different colors), and then isolate the pips for the count. Shadows will be eliminated by top down lighting. I’m hoping the described scenario is so simple (read: common) it may even be used as an “introductory exercise” for developers working on OCR technologies or similar computer vision challenges.

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