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  • Formatted input in c++

    - by julz666
    hey, i'm a noob to c++ (and coding in general) i'm looking for an easy way to take two doubles (at once) from the keyboard and store them in a struct i've created called "Point" and then ultimately store the Point into a vector of Points that's a member of a class (called "Polygon"). i know i could do it with a scanf but need to know how to do it with cin. hope that makes sense. thanks in advance julz

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  • XSL Transform SVG to VML

    - by kzh
    I don't know anything about VML except that Internet Explorer and other Microsoft products use it and that it is a vector graphics format. Can one use XSLT to transform an SVG document to VML? Or are they too different from one another to make this possible? I know that there exist XSLT documents to transform SVG to XAML.

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  • C++: Accessing std::map keys and values

    - by Jay
    How do you access an std::vector of the keys or values of an std::map? Thanks. Edit: I would like to access the actual elements, not just copies of their contents. essentially I want a reference, not a copy. This is essentially what I am wanting to do: std::map<std::string, GLuint> textures_map; // fill map glGenTextures( textures_map.size(), &textures_map.access_values_somehow[0] );

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  • Calculating the Angle Between Two vectors Using Dot Product

    - by P. Avery
    I'm trying to calculate the angle between two vectors so that I can rotate a character in the direction of an object in 3D space. I have two vectors( character & object), loc_look, and modelPos respectively. For simplicity's sake I am only trying to rotate along the up axis...yaw. loc_look = D3DXVECTOR3 (0, 0, 1), modelPos = D3DXVECTOR3 (0, 0, 15); I have written this code which seems to be the correct calculations. My problem arises, seemingly, because the rotation I apply to the character's look vector(loc_look) exceeds the value of the object's position (modelPos). Here is my code: BOOL CEntity::TARGET() { if(graphics.m_model->m_enemy) { D3DXVECTOR3 modelPos = graphics.m_model->position; D3DXVec3Normalize(&modelPos, &modelPos); //D3DXVec3Normalize(&loc_look, &loc_look); float dot = D3DXVec3Dot(&loc_look, &modelPos); float yaw = acos(dot); BOOL neg = (loc_look.x > modelPos.x) ? true : false; switch ( neg ) { case false: Yaw(yaw); return true; case true: Yaw(-yaw); return true; } } else return false; } I rotate the character's orientation matrix with the following code: void CEntity::CalculateOrientationMatrix(D3DXMATRIX *orientationMatrix) { D3DXMatrixRotationAxis(&rotY, &loc_up, loc_yaw); D3DXVec3TransformCoord(&loc_look, &loc_look, &rotY); D3DXVec3TransformCoord(&loc_right, &loc_right, &rotY); D3DXMatrixRotationAxis(&rotX, &loc_right, loc_pitch); D3DXVec3TransformCoord(&loc_look, &loc_look, &rotX); D3DXVec3TransformCoord(&loc_up, &loc_up, &rotX); D3DXMatrixRotationAxis(&rotZ, &loc_look, loc_roll); D3DXVec3TransformCoord(&loc_up, &loc_up, &rotZ); D3DXVec3TransformCoord(&loc_right, &loc_right, &rotZ); *orientationMatrix *= rotX * rotY * rotZ; orientationMatrix->_41 = loc_position.x; orientationMatrix->_42 = loc_position.y; orientationMatrix->_43 = loc_position.z; //D3DXVec3Normalize(&loc_look, &loc_look); SetYawPitchRoll(0,0,0); // Reset Yaw, Pitch, & Roll Amounts } Also to note, the modelPos.x increases by 0.1 each iteration so the character will face the object as it moves along the x-axis... Now, when I run program, in the first iteration everything is fine(I haven't rotated the character yet). On the second iteration, the loc_look.x value is greater than the modelPos.x value(I rotated the character too much using the angle specified with the dot product calculations in the TARGET function). Therefore on the second iteration my code will rotate the character left to adjust for the difference in the vectors' x values... How can I tighten up the measurements so that I do not rotate my character's look vector by too great a value?

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  • C++ sort method

    - by qwead
    I want to sort a vector using std::sort, but my sort method is a static method of a class, and I want to call std::sort outside it, but it seems to be trouble doing it this way. On the class: static int CompareIt(void *sol1, void *sol2) { ... } std::sort call: sort(distanceList.at(q).begin(), distanceList.at(q).end(), &DistanceNodeComparator::CompareIt); Shouldn't it be possible to do this way?

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  • Which are the best tools for Graphic Designing?

    - by Jen
    Hello, I want to take up Graphic Designing as my profession. I would be designing Logos, Icons, Stationery, Brochures, Handouts, Book Covers, etc. But I am thoroughly confused as to which tools are the best and which books/resources will help me learn these tools and graphic designing like a professional. I am ready to shell out money to purchase the resources. Please help me out! Thanks, Jen

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  • Which are the best tools for Graphic Designing?

    - by Jen
    Hello, I want to take up Graphic Designing as my profession. I would be designing Logos, Icons, Stationery, Brochures, Handouts, Book Covers, etc. But I am thoroughly confused as to which tools are the best and which books/resources will help me learn these tools and graphic designing like a professional. I am ready to shell out money to purchase the resources. Please help me out! Thanks, Jen

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  • Insert PDF image in MS Word

    - by serhio
    Hello. I have a .doc witch I will convert in PDF. In this .doc I has an image. When I convert the doc to PDF and then zoom it, the images became ugly pixel-ized. I found a tool that converted my bitmap .png image to vectorial .PDF image. Now how could I import the PDF image in MS Word (that finally I will convert to PDF once again)?

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  • inkscape stroke inaccurate

    - by oshirowanen
    I am trying to add a stroke to a rectangle object, but if I add a 1px stroke, it places it 0.5px outside the edge of the rectangle and 0.5px inside the rectangle. I find this to be annoying when I want an object to be exactly 5px by 5px and it ends up becoming 6px by 6px. Is there a setting anywhere which places the stroke within the rectangle edge so a 5px by 5px square remains a 5px by 5px square. Please help.

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  • Creating Arrows Easily for Images

    - by Nitrodist
    I'm looking for a plugin or something along those lines for creating arrows for an image I'm working on. Basically it's just a screenshot of some software, but I want to annotate it and have arrows on it pointing to the various components. It should look something like this or even something simpler. The problem is that there doesn't seem to be an easy, free way of creating good arrows for any of the screenshots, short of importing actual images of arrows! I prefer to use: GIMP Paint.NET Other free software (beer or freedom, whichever) What are my alternatives? I really want to stay away from Photoshop on this. Thanks.

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  • Saving each layer of a Photoshop image to separate files

    - by BadKnees
    I have a PSD file with all icons in separate layers as vectors. I would like to save them in different sizes to use in iPhone, iPhone4 and iPad. I tried Files Scripts Export Layers to Files That took about 15 minutes to save each layer while the computer was overheating from the work. Tried with two different computers, one with CS4 and the other with CS5. Same result. And that doesn't allow me to set sizes. Seem like most icon packs, like pictos, glyphish and iconsweets are distributed in this way, in one PSD file. Is some easy way to get them out of the PSD and into PNG files?

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  • ping: unknown host google.com

    - by Tar
    Relevant output: /etc/hosts 127.0.0.1 localhost localhost.localdomain localhost4 localhost4.localdomain4 ::1 localhost localhost.localdomain localhost6 localhost6.localdomain6 servers_ip_address server.2006scape.com server /etc/resolv.conf search 2006scape.com #Generated by NetworkManager nameserver 8.8.8.8 nameserver 8.8.4.4 Some stuff from tcpdump 07:46:28.795843 IP server_ip.42841 > 8.8.4.4.domain: 60253+ PTR? 87.127.104.87.in-addr.arpa. (44) 07:46:28.795980 IP server_ip.54001 > 8.8.4.4.domain: 7390+ PTR? 60.187.80.98.in-addr.arpa. (43) 07:46:28.804029 IP server_ip.59667 > 8.8.4.4.domain: 58876+ PTR? 134.154.161.72.in-addr.arpa. (45) 07:46:28.884171 IP server_ip.46255 > 8.8.4.4.domain: 63027+ PTR? 195.156.251.84.in-addr.arpa. (45) 07:46:28.884217 IP server_ip.35426 > 8.8.4.4.domain: 10538+ PTR? 118.3.182.166.in-addr.arpa. (44) 07:46:28.884253 IP server_ip.53635 > 8.8.4.4.domain: 29928+ PTR? 230.94.81.83.in-addr.arpa. (43) 07:46:28.884286 IP server_ip.45787 > 8.8.4.4.domain: 41151+ PTR? 18.32.223.121.in-addr.arpa. (44) 07:46:28.946045 IP server_ip.47246 > 8.8.4.4.domain: 43103+ PTR? 81.70.251.84.in-addr.arpa. (43) 07:46:28.946066 IP server_ip.33208 > 8.8.4.4.domain: 61117+ PTR? 69.170.184.71.in-addr.arpa. (44) Anyone have any input as to what is causing this?

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  • Image annotation with Inkscape, Pointer and explanation for objects in picture

    - by None
    I need straight paths with end markers for associating text to parts of the image. For better readability, it needs to be high-contrast, i.e. a white line with black outline. Stroke to path will create a group of a box and a circle from the line with end marker. This makes placement of the markers more difficult, as with the node tool it is just a matter of dragging the end nodes of a line segment. I will try to place the markers as line for now and only finally converting them to an outline.

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  • Understanding normal maps on terrain

    - by JohnB
    I'm having trouble understanding some of the math behind normal map textures even though I've got it to work using borrowed code, I want to understand it. I have a terrain based on a heightmap. I'm generating a mesh of triangles at load time and rendering that mesh. Now for each vertex I need to calculate a normal, a tangent, and a bitangent. My understanding is as follows, have I got this right? normal is a unit vector facing outwards from the surface of the triangle. For a vertex I take the average of the normals of the triangles using that vertex. tangent is a unit vector in the direction of the 'u' coordinates of the texture map. As my texture u,v coordinates follow the x and y coordinates of the terrain, then my understanding is that this vector is simply the vector along the surface in the x direction. So should be able to calculate this as simply the difference between vertices in the x direction to get a vector, (and normalize it). bitangent is a unit vector in the direction of the 'v' coordinates of the texture map. As my texture u,v coordinates follow the x and y coordinates of the terrain, then my understanding is that this vector is simply the vector along the surface in the y direction. So should be able to calculate this as simply the difference between vertices in the y direction to get a vector, (and normalize it). However the code I have borrowed seems much more complicated than this and takes into account the actual values of u, and v at each vertex which I don't understand the need for as they increase in exactly the same direction as x, and y. I implemented what I thought from above, and it simply doesn't work, the normals are clearly not working for lighting. Have I misunderstood something? Or can someone explain to me the physical meaning of the tangent and bitangent vectors when applied to a mesh generated from a hightmap like this, when u and v texture coordinates map along the x and y directions. Thanks for any help understanding this.

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  • How prevent anyone from stealing my shared_ptr?

    - by Kyle
    So, I use boost::shared_ptr for all the various reference-counting benefits it provides -- reference counting for starters, obviously, but also the ability to copy, assign, and therefore store in STL Containers. The problem is, if I pass it to just one "malicious" function or object, the object can save the ptr and then I'll never be able to de-allocate it without the foreign function or object nicely relinquishing its ownership. Ultimately, I try to keep object ownership explicit. I accomplish this by having the owner keep the only shared_ptr to the object, and "guest" objects only store weak_ptrs to the object. I really don't want the "shared" part of shared_ptr, but I'm required to use shared_ptr in order to make weak_ptrs. I want to use scoped_ptr, but it's extremely limited since you can't copy it. You can't store it in a container, you can't lend out weak_ptrs from it, and you can't transfer ownership to a new manager. What's the solution?

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  • Screenshot from WPF application as SVG / vector graphic?

    - by stefan.at.wpf
    Hello, is it possible to create a screenshot of a WPF application as SVG / is there some WPF built-in function to get the XAML code for the current drawn window that then can be converted to SVG? I need some screenshots for documenting a WPF application and I'd like them to be zoomable like a WPF program is using e.g. Snoop or Vista Magnifyer. Thanks for any hint!

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  • How can I store spell & items using a std::vector implementation?

    - by Vladimir Marenus
    I'm following along with a book from GameInstitute right now, and it's asking me to: Allow the player to buy and carry healing potions and potions of fireball. You can add an Item array (after you define the item class) to the Player class for storing them, or use a std::vector to store them. I think I would like to use the std::vector implementation, because that seems to confuse me less than making an item class, but I am unsure how to do so. I've heard from many people that vectors are great ways to store dynamic values (such as items, weapons, etc), but I've not seen it used.

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  • String quotation marks when exporting a Mathematica Grid as vector graphics

    - by Janus
    Running the following agrid = Grid[{{Style["hello", Bold]}}] ImportString[ExportString[agrid, "PNG"], "PNG"] ImportString[ExportString[agrid, "EPS"], "EPS"] spits out hello hello "hello" That is, the EPS exporter included the quotation marks in the output. Same for PDF. Without the Grid, all exporters leave out the quotation marks. What magic do I need to get rid of the quotation marks in the PDF?

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  • Implementing a linear, binary SVM (support vector machine)

    - by static_rtti
    I want to implement a simple SVM classifier, in the case of high-dimensional binary data (text), for which I think a simple linear SVM is best. The reason for implementing it myself is basically that I want to learn how it works, so using a library is not what I want. The problem is that most tutorials go up to an equation that can be solved as a "quadratic problem", but they never show an actual algorithm! So could you point me either to a very simple implementation I could study, or (better) to a tutorial that goes all the way to the implementation details? Thanks a lot!

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  • How to rotate an SSE/AVX vector

    - by user1584773
    I need to perform a rotate operation with as little clock cycle as possible. In the first case let's assume __m128i as source and dest type source: || A0 || A1 || A2 || A3 || dest : || A1 || A2 || A3 || A0 || dest = (__m128i)_mm_shuffle_epi32((__m128i)source, _MM_SHUFFLE(0,3,2,1)); Now I want to do the same whit AVX intrinsics So let's assume this time __m256i as source and dest type source: || A0 || A1 || A2 || A3 || A4 || A5 || A6 || A7 || dest : || A1 || A2 || A3 || A4 || A5 || A6 || A7 || A0 || The Avx intrinsics is missing most of the corresponding SSE integer operations. Maybe there is some way go get the desider output working with the floating point version. I've tryed with: dest = (__m256i)_mm256_shuffle_ps((__m256)source, (__m256)source, _MM_SHUFFLE(0,3,2,1)); but what I get is: || A0 || A2 || A3 || A4 || A5 || A6 || A7 || A1 || Any Idea on how to solve this in an efficient way? (without mixing SSE and AVX operation and without "manually" inverting A0 and A1 Thanks in advance!

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  • Drawing lines in 3D space

    - by DeadMG
    When attempting to draw a line in 3D space with D3DPT_LINELIST, then Direct3D gives me an error about an invalid vertex declaration, saying that it cannot be converted to an FVF. I am using the same vertex declaration and shader/stream setup as for my D3DPT_TRIANGLELIST rendering which works absolutely correctly. How can I use D3DPT_LINELIST to render some lines in 3D space? Edit: Oopsie, forgot my codeses. Here's my raw Draw call. D3DCALL(device->SetStreamSource(1, PerBoneBuffer.get(), 0, sizeof(PerInstanceData))); D3DCALL(device->SetStreamSourceFreq(1, D3DSTREAMSOURCE_INSTANCEDATA | 1)); D3DCALL(device->SetStreamSource(0, LineVerts, 0, sizeof(D3DXVECTOR3))); D3DCALL(device->SetStreamSourceFreq(0, D3DSTREAMSOURCE_INDEXEDDATA | lines.size())); D3DCALL(device->SetIndices(LineIndices)); PerInstanceData* data; std::vector<Wide::Render::Line*> lines_vec(lines.begin(), lines.end()); D3DCALL(PerBoneBuffer->Lock(0, lines.size() * sizeof(PerInstanceData), reinterpret_cast<void**>(&data), D3DLOCK_DISCARD)); std::for_each(lines.begin(), lines.end(), [&](Wide::Render::Line* ptr) { data->Color = D3DXColor(ptr->Colour); D3DXMATRIXA16 Translate, Scale, Rotate; D3DXMatrixTranslation(&Translate, ptr->Start.x, ptr->Start.y, ptr->Start.z); D3DXMatrixScaling(&Scale, ptr->Scale, 1, 1); D3DXMatrixRotationQuaternion(&Rotate, &D3DQuaternion(ptr->Rotation)); data->World = Scale * Rotate * Translate; }); D3DCALL(PerBoneBuffer->Unlock()); D3DCALL(device->DrawIndexedPrimitive(D3DPRIMITIVETYPE::D3DPT_LINELIST, 0, 0, 2, 0, 1)); Here's my vertex declaration: D3DVERTEXELEMENT9 BasicMeshVertices[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {1, 0, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, {1, 16, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1}, {1, 32, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2}, {1, 48, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 3}, {1, 64, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, D3DDECL_END() }; The LineIndices are just 0, 1 and the LineVerts are just {0,0,0} and {1,0,0}, to represent a unit 3D line along the X axis.

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  • Vector addition of lists

    - by ntimes
    If I had a N lists each of length M, how could I write a nice clean function to return a single list of length M, where each element is the sum of the corresponding elements in the N lists? (starting to learn lisp - go easy!)

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