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  • How do I use the gravity vector to correctly transform scene for augmented reality?

    - by gpdawson
    I'm trying figure out how to get an OpenGL specified object to be displayed correctly according to the device orientation (ie. according to the gravity vector from the accelerometer, and heading from compass). The GLGravity sample project has an example which is almost like this (despite ignoring heading), but it has some glitches. For example, the teapot jumps 180deg as the device viewing angle crosses the horizon, and it also rotates spuriously if you tilt the device from portrait into landscape. This is fine for the context of this app, as it just shows off an object and it doesn't matter that it does these things. But it means that the code just doesn't work when you attempt to emulate real life viewing of an OpenGL object according to the device's orientation. What happens is that it almost works, but the heading rotation you apply from the compass gets "corrupted" by the spurious additional rotations seen in the GLGravity example project. Can anyone provide sample code that shows how to adjust correctly for the device orientation (ie. gravity vector), or to fix the GLGravity example so that it doesn't include spurious heading changes? //Clear matrix to be used to rotate from the current referential to one based on the gravity vector bzero(matrix, sizeof(matrix)); matrix[3][3] = 1.0; //Setup first matrix column as gravity vector matrix[0][0] = accel[0] / length; matrix[0][1] = accel[1] / length; matrix[0][2] = accel[2] / length; //Setup second matrix column as an arbitrary vector in the plane perpendicular to the gravity vector {Gx, Gy, Gz} defined by by the equation "Gx * x + Gy * y + Gz * z = 0" in which we arbitrarily set x=0 and y=1 matrix[1][0] = 0.0; matrix[1][1] = 1.0; matrix[1][2] = -accel[1] / accel[2]; length = sqrtf(matrix[1][0] * matrix[1][0] + matrix[1][1] * matrix[1][1] + matrix[1][2] * matrix[1][2]); matrix[1][0] /= length; matrix[1][1] /= length; matrix[1][2] /= length; //Setup third matrix column as the cross product of the first two matrix[2][0] = matrix[0][1] * matrix[1][2] - matrix[0][2] * matrix[1][1]; matrix[2][1] = matrix[1][0] * matrix[0][2] - matrix[1][2] * matrix[0][0]; matrix[2][2] = matrix[0][0] * matrix[1][1] - matrix[0][1] * matrix[1][0]; //Finally load matrix glMultMatrixf((GLfloat*)matrix);

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  • Returning objects with autorelease but I still leak memory

    - by gok
    I am leaking memory on this: my custom class: + (id)vectorWithX:(float)dimx Y:(float)dimy{ return [[[Vector alloc] initVectorWithX:dimx Y:dimy] autorelease]; } - (Vector*)add:(Vector*)q { return [[[Vector vectorWithX:x+q.x Y:y+q.y] retain] autorelease]; } in app delegate I initiate it: Vector *v1 = [[Vector alloc] initVector]; Vector *v2 = [[Vector alloc] initVector]; Vector *vtotal = [[v1 add:v2] retain]; [v1 release]; [v2 release]; [vtotal release]; How this leaks? I release or autorelease them properly. The app crashes immediately if I don't retain these, because of an early release I guess. It also crashes if I add another release.

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  • Image Line Trace Math Help Hard To Explain

    - by Ozzy
    Hi all, sorry for the confusing title, its really hard for me to explain what i want. So i created this image :) Ok so the two RED dots are points on an image. The distance between them isnt important. What I want to do is, Using the coordinates for the two dots, work out the angle of the space between them (as shown by the black line between the red dots) Then once the angle is found, on the last red dot, create two points which cross the angle of the first line. Then from that, scan a Half semicircle and get the coordinates of every pixel of the image that the orange line passes. I dnot know if this makes any sense to you lot so i drew another picture: As you can see in the second picture, my idea is applied to a line drawn on a black canavs. The two red dots are the starting coordinates then at the end of the two dots, a less then half semicircle is created. The part that is orange shows the pixels of the image that should be recorded. I have no clue how to start this, so if anyone has any ideas on how i can or on what i need to do, any help is much appreciated :)

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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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  • pushing back an boost::ptr_vector<...>::iterator in another boost::ptr_vector?

    - by Ethan Nash
    Hi all, I have the following code (just typed it in here, might have typos or stuff): typedef boost::ptr_vector<SomeClass> tvec; tvec v; // ... fill v ... tvec vsnap; for(tvec::iterator it = v.begin(); it != v.end(); ++it) { if((*v).anyCondition) vsnap.push_back( it ); // (*it) or &(*it) doesn't work } My problem is now that i cant push_back an iterator in any way, I just don't get the pointer out of the iterator. Is there an easy way i didnt see, or are boosts ptr_vector the false choice for this case? Thanks in advance.

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  • How to create a vector of lists in R?

    - by Martin
    Hi, I have a list (tmpList), which looks like this: $op [1] "empty" $termset $termset$field [1] "entry" $termset[[2]] $termset[[2]]$explode [1] "Y" This is a list with a list inside. If I add this list to a vector theOneVector = c(theOneVector, tmpList) Now the resulting vector is of the length 2, because the first entry ("op") of the list is separated from the tmpList. Is it possible to append the complete tmpList into this vector? I already tried it with theOneVector = c(theOneVector, list(tmpList)) which gives a vector with the length of 1, but it is very cumbersome to access the elements of the list with this extra list around the list. (Too much list in one sentence I think.) Any help would be appreciated, Martin

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  • comparing two angles

    - by Elazar Leibovich
    Given four points in the plane, A,B,X,Y, I wish to determine which of the following two angles is smaller ?ABX or ?ABY. I'd rather not use cos or sqrt, in order to preserve accuracy. In the case where A=(-1,0),B=(0,0), I can compare the two angles ?ABX and ?ABY, by calculating the dot product of the vectors X,Y, and watch it's sign. What I can do in this case is: Determine whether or not ABX turns right or left If ABX turns left check whether or not Y and A are on the same side of the line on segment BX. If they are - ?ABX is a smaller than ABY. If ABX turns right, then Y and A on the same side of BX means that ?ABX is larger than ?ABY. But this seems too complicated to me. Any simpler approach?

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  • How well are SVG filter elements defined?

    - by Peter Becker
    We are considering using SVG filters as part of our toolchain, serving the SVG to browsers capable of supporting it, while serving pre-rendered PNGs to other. One problem we noticed is that the rendering of the filter chains seems to be very inconsistent across renderers. When looking at the "filters01" example from the SVG specification, the rendering looks very different across the tools we tried. Chrome (5.0.307.11) failed to render the image, while other tools (Firefox 3.6, Opera 10.10, Inkscape 0.47, GIMP 2.6.7) render something vaguely similar in style to the picture in the specification, but no two are truly the same. Is that an issue of under-specification or are the tools just not there? If we would use SVG with filter effects: is there a reference tool that can give us a rendering the way it is intended by the spec?

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  • 2D Gaming - How to reflect a ball off the bat?

    - by sid
    Hi there I am pretty new to XNA & game dev and am stuck at ball reflection. My ball is reflecting once it hits the bat, but only in one angle, no matter which angle the bat is at. Here's the code: if (BallRect.Intersects(BatRect)) { Vector2 NormBallVelocity = Ball.velocity; NormBallVelocity.Normalize(); NormBallVelocity = Vector2.Reflect(Ball.velocity, NormBallVelocity); Ball.velocity = NormBallVelocity; } The ball is retracting its way back. How do I make it look like the ball is reflecting off the bat? I have seen other posts but they are on 3D front I am too new to translate it to 2D terms... Thanks Sid

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  • Do I need to check capacity before adding an element to a vector in c++ ?

    - by Cassie
    Hi dear all, I am a newbie to c++ STL vectors so sorry for silly questions in advence. :) In my program, I have a vector which needs to store unknown number of elements. Do I have to check if the vector has achieved its max_size before adding an new element to it ? Will a c++ compiler throw an exception automatically when a program tries to add elements to a full vector ? Thank you very much, Cassie

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  • Draw Lines Over a Circle

    - by VOX
    There's a line A-B and C at the center between A and B. It forms a circle as in the figure. If we assume A-B line as a diameter of the circle and then C is it's center. My problem is I have no idea how to draw another three lines (in blue) each 45 degree away from AC or AB. No, this is not a homework, it's part of my complex geometry in a rendering. http://www.freeimagehosting.net/image.php?befcd84d8c.png

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  • Interpolation of time series data in R

    - by Pierreten
    I'm not sure what i'm missing here, but i'm basically trying to compute interpolated values for a time series; when I directly plot the series, constraining the interpolation points with "interpolation.date.vector", the plot is correct: plot(date.vector,fact.vector,ylab='Quantity') lines(spline(date.vector,fact.vector,xout=interpolation.date.vector)) When I compute the interpolation, store it in an intermediate variable, and then plot the results; I get a radically incorrect result: intepolated.values <- spline(date.vector,fact.vector,xout=interpolation.date.vector) plot(intepolated.values$x,intepolated.values$y) lines(testinterp$x,testinterp$y) Doesn't the lines() function have to execute the spline() function to retrieve the interpolated points in the same way i'm doing it?

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  • AES Cipher not picking up IV

    - by timothyjc
    I am trying to use an IV with AES so that the encrypted text is unpredictable. However, the encrypted hex string is always the same. I have actually tried a few methods of attempting to add some randomness by passing some additional parameters to the cipher init call: 1) Manual IV generation byte[] iv = generateIv(); IvParameterSpec ivspec = new IvParameterSpec(iv); 2) Asking cipher to generate IV AlgorithmParameters params = cipher.getParameters(); params.getParameterSpec(IvParameterSpec.class); 3) Using a PBEParameterSpec byte[] encryptionSalt = generateSalt(); PBEParameterSpec pbeParamSpec = new PBEParameterSpec(encryptionSalt, 1000); All of these seem to have no influence on the encrypted text.... help!!! My code: package com.citc.testencryption; import java.security.NoSuchAlgorithmException; import java.security.SecureRandom; import javax.crypto.Cipher; import javax.crypto.SecretKey; import javax.crypto.SecretKeyFactory; import javax.crypto.spec.IvParameterSpec; import javax.crypto.spec.PBEKeySpec; import android.app.Activity; import android.os.Bundle; import android.util.Log; public class Main extends Activity { public static final int SALT_LENGTH = 20; public static final int PBE_ITERATION_COUNT = 1000; private static final String RANDOM_ALGORITHM = "SHA1PRNG"; private static final String PBE_ALGORITHM = "PBEWithSHA256And256BitAES-CBC-BC"; private static final String CIPHER_ALGORITHM = "PBEWithSHA256And256BitAES-CBC-BC"; private static final String TAG = Main.class.getSimpleName(); @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); try { String password = "password"; String plainText = "plaintext message to be encrypted"; // byte[] salt = generateSalt(); byte[] salt = "dfghjklpoiuytgftgyhj".getBytes(); Log.i(TAG, "Salt: " + salt.length + " " + HexEncoder.toHex(salt)); PBEKeySpec pbeKeySpec = new PBEKeySpec(password.toCharArray(), salt, PBE_ITERATION_COUNT); SecretKeyFactory keyFac = SecretKeyFactory.getInstance(PBE_ALGORITHM); SecretKey secretKey = keyFac.generateSecret(pbeKeySpec); byte[] key = secretKey.getEncoded(); Log.i(TAG, "Key: " + HexEncoder.toHex(key)); // PBEParameterSpec pbeParamSpec = new PBEParameterSpec(salt, ITERATION_COUNT); Cipher encryptionCipher = Cipher.getInstance(CIPHER_ALGORITHM); // byte[] encryptionSalt = generateSalt(); // Log.i(TAG, "Encrypted Salt: " + encryptionSalt.length + " " + HexEncoder.toHex(encryptionSalt)); // PBEParameterSpec pbeParamSpec = new PBEParameterSpec(encryptionSalt, 1000); // byte[] iv = params.getParameterSpec(IvParameterSpec.class).getIV(); // Log.i(TAG, encryptionCipher.getParameters() + " "); byte[] iv = generateIv(); IvParameterSpec ivspec = new IvParameterSpec(iv); encryptionCipher.init(Cipher.ENCRYPT_MODE, secretKey, ivspec); byte[] encryptedText = encryptionCipher.doFinal(plainText.getBytes()); Log.i(TAG, "Encrypted: " + HexEncoder.toHex(encryptedText)); // <== Why is this always the same :( Cipher decryptionCipher = Cipher.getInstance(CIPHER_ALGORITHM); decryptionCipher.init(Cipher.DECRYPT_MODE, secretKey, ivspec); byte[] decryptedText = decryptionCipher.doFinal(encryptedText); Log.i(TAG, "Decrypted: " + new String(decryptedText)); } catch (Exception e) { e.printStackTrace(); } } private byte[] generateSalt() throws NoSuchAlgorithmException { SecureRandom random = SecureRandom.getInstance(RANDOM_ALGORITHM); byte[] salt = new byte[SALT_LENGTH]; random.nextBytes(salt); return salt; } private byte[] generateIv() throws NoSuchAlgorithmException { SecureRandom random = SecureRandom.getInstance(RANDOM_ALGORITHM); byte[] iv = new byte[16]; random.nextBytes(iv); return iv; } }

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  • Intersection of line with cube and knowing the point of intersection.

    - by Raj
    Hello everyone, description 1.lines are originating from origin(0,0,0). 2.lines are at some random angle to the Normal of Top face of teh cube. 3.if the lines are intersecting cube , calculate the intersection point. 4.mainly i wan to know how much distance ,line traveled inside the cube. I dont know exactly which approach should i take , i will be pleased and thankful if someone could guied me to the right direction, to use OpenGL, DirectX or some other library, for C# . some example or sample will be appriciated.

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  • How do I replace colours in a movieclip?

    - by Oli
    I am trying to take a movieclip of a character and change the colour of their clothes. The character is comprised of vectors. So far I have semi-sucessfully used this method: stop the movieclip take the bitmap data from the current frame use threshold to replace the colour store the resulting bitmap data in an array add an onenterframe function - clear the current frame and add the bitmap data from the processed data in the array So - this works pretty well. Each frame is only processed once at the beginning and then the write to the movieclip is very quick. However! As the replacement is being performed on a bitmap there is an amount of aliasing that takes place to remove jaggies/pixelation. This produces colours that are not matched using threshold. So the main colour is replaced correctly but it is surrounded by a halo of mixed colours :( I am sure there should be a better way to do this. Any ideas or answers would be greatly apreciated - Thanks.

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  • solving origin of a vectors

    - by Mike
    I have two endpoints (xa,ya) and (xb,yb) of two vectors, respectively a and b, originating from a same point (xo, yo). Also, I know that |a|=|b|+s, where s is a constant. I tried to compute the origin (xo, yo) but seem to fail at some point. How to solve this?

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  • How to modify a given class to use const operators

    - by zsero
    I am trying to solve my question regarding using push_back in more than one level. From the comments/answers it is clear that I have to: Create a copy operator which takes a const argument Modify all my operators to const But because this header file is given to me there is an operator what I cannot make into const. It is a simple: float & operator [] (int i) { return _item[i]; } In the given program, this operator is used to get and set data. My problem is that because I need to have this operator in the header file, I cannot turn all the other operators to const, what means I cannot insert a copy operator. How can I make all my operators into const, while preserving the functionality of the already written program? Here is the full declaration of the class: class Vector3f { float _item[3]; public: float & operator [] (int i) { return _item[i]; } Vector3f(float x, float y, float z) { _item[0] = x ; _item[1] = y ; _item[2] = z; }; Vector3f() {}; Vector3f & operator = ( const Vector3f& obj) { _item[0] = obj[0]; _item[1] = obj[1]; _item[2] = obj[2]; return *this; }; Vector3f & operator += ( const Vector3f & obj) { _item[0] += obj[0]; _item[1] += obj[1]; _item[2] += obj[2]; return *this; }; bool operator ==( const Vector3f & obj) { bool x = (_item[0] == obj[0]) && (_item[1] == obj[1]) && (_item[2] == obj[2]); return x; } // my copy operator Vector3f(const Vector3f& obj) { _item[0] += obj[0]; _item[1] += obj[1]; _item[2] += obj[2]; return this; } };

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  • NumPy: how to quickly normalize many vectors?

    - by EOL
    How can a list of vectors be elegantly normalized, in NumPy? Here is an example that does not work: from numpy import * vectors = array([arange(10), arange(10)]) # All x's, then all y's norms = apply_along_axis(linalg.norm, 0, vectors) # Now, what I was expecting would work: print vectors.T / norms # vectors.T has 10 elements, as does norms, but this does not work The last operation yields "shape mismatch: objects cannot be broadcast to a single shape". How can the normalization of the 2D vectors in vectors be elegantly done, with NumPy? Edit: Why does the above not work while adding a dimension to norms does work (as per my answer below)?

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  • How to transform a vector<int> into a string?

    - by Legend
    I am trying to pass a value from C++ to TCL. As I cannot pass pointers without the use of some complicated modules, I was thinking of converting a vector to a char array and then passing this as a null terminated string (which is relatively easy). I have a vector as follows: 12, 32, 42, 84 which I want to convert into something like: "12 32 42 48" The approach I am thinking of is to use an iterator to iterate through the vector and then convert each integer into its string representation and then add it into a char array (which is dynamically created initially by passing the size of the vector). Is this the right way or is there a function that already does this?

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  • FastVectorHighlighter.Net returning null on GetBestFragment

    - by Midhat
    Hi I have a large index, on which Highlighter.Net works fine, but FastVectorHighlighter returns null as a Best Fragment on Some documents. the searcher works fine. It is just the highlighter. The field has been indexed in the same manner for all documents, so I fail to understand Why it highlights some documents but not all. Using Lucene.Net 2.9.2, built from trunk rev942061

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  • Draw a parallel line

    - by VOX
    I have x1,y1 and x2,y2 which forms a line segment. How can I get another line x3,y3 - x4,y4 which is parallel to the first line as in the picture. I can simply add n to x1 and x2 to get a parallel line but it is not what i wanted. I want the lines to be as parallel in the picture.

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  • How to JSON serialize math vector type in F#?

    - by The_Ghost
    Hello! I'm trying to serialize "vector" (Microsoft.FSharp.Math) type. And I get that error: Exception Details: System.Runtime.Serialization.SerializationException: Type 'Microsoft.FSharp.Math.Instances+FloatNumerics@115' with data contract name 'Instances.FloatNumerics_x0040_115:http://schemas.datacontract.org/2004/07/Microsoft.FSharp.Math' is not expected. Add any types not known statically to the list of known types - for example, by using the KnownTypeAttribute attribute or by adding them to the list of known types passed to DataContractSerializer. I have tried to put KnownType attribute and some other stuff, but nothing helps! Could someone know the answer? This is the code I use: // [< KnownType( typeof<vector> ) >] type MyType = vector let public writeTest = let aaa = vector [1.1;2.2] let serializer = new DataContractJsonSerializer( typeof<MyType> ) let writer = new StreamWriter( @"c:\test.txt" ) serializer.WriteObject(writer.BaseStream, aaa) writer.Close()

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  • Replacing a colour/colours in a movieclip with different colours?

    - by Oli
    I am trying to take a movieclip of a character and change the colour of their clothes. The character is comprised of vectors. So far I have semi-sucessfully used this method: stop the movieclip take the bitmap data from the current frame use threshold to replace the colour store the resulting bitmap data in an array add an onenterframe function - clear the current frame and add the bitmap data from the processed data in the array So - this works pretty well. Each frame is only processed once at the beginning and then the write to the movieclip is very quick. However! As the replacement is being performed on a bitmap there is an amount of aliasing that takes place to remove jaggies/pixelation. This produces colours that are not matched using threshold. So the main colour is replaced correctly but it is surrounded by a halo of mixed colours :( I am sure there should be a better way to do this. Any ideas or answers would be greatly apreciated - Thanks.

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