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  • fit a ellipse in Python given a set of points xi=(xi,yi)

    - by Gianni
    I am computing a series of index from a 2D points (x,y). One index is the ratio between minor and major axis. To fit the ellipse i am using the following post when i run these function the final results looks strange because the center and the axis length are not in scale with the 2D points center = [ 560415.53298363+0.j 6368878.84576771+0.j] angle of rotation = (-0.0528033467597-5.55111512313e-17j) axes = [0.00000000-557.21553487j 6817.76933256 +0.j] thanks in advance for help import numpy as np from numpy.linalg import eig, inv def fitEllipse(x,y): x = x[:,np.newaxis] y = y[:,np.newaxis] D = np.hstack((x*x, x*y, y*y, x, y, np.ones_like(x))) S = np.dot(D.T,D) C = np.zeros([6,6]) C[0,2] = C[2,0] = 2; C[1,1] = -1 E, V = eig(np.dot(inv(S), C)) n = np.argmax(np.abs(E)) a = V[:,n] return a def ellipse_center(a): b,c,d,f,g,a = a[1]/2, a[2], a[3]/2, a[4]/2, a[5], a[0] num = b*b-a*c x0=(c*d-b*f)/num y0=(a*f-b*d)/num return np.array([x0,y0]) def ellipse_angle_of_rotation( a ): b,c,d,f,g,a = a[1]/2, a[2], a[3]/2, a[4]/2, a[5], a[0] return 0.5*np.arctan(2*b/(a-c)) def ellipse_axis_length( a ): b,c,d,f,g,a = a[1]/2, a[2], a[3]/2, a[4]/2, a[5], a[0] up = 2*(a*f*f+c*d*d+g*b*b-2*b*d*f-a*c*g) down1=(b*b-a*c)*( (c-a)*np.sqrt(1+4*b*b/((a-c)*(a-c)))-(c+a)) down2=(b*b-a*c)*( (a-c)*np.sqrt(1+4*b*b/((a-c)*(a-c)))-(c+a)) res1=np.sqrt(up/down1) res2=np.sqrt(up/down2) return np.array([res1, res2]) if __name__ == '__main__': points = [(560036.4495758876, 6362071.890493258), (560036.4495758876, 6362070.890493258), (560036.9495758876, 6362070.890493258), (560036.9495758876, 6362070.390493258), (560037.4495758876, 6362070.390493258), (560037.4495758876, 6362064.890493258), (560036.4495758876, 6362064.890493258), (560036.4495758876, 6362063.390493258), (560035.4495758876, 6362063.390493258), (560035.4495758876, 6362062.390493258), (560034.9495758876, 6362062.390493258), (560034.9495758876, 6362061.390493258), (560032.9495758876, 6362061.390493258), (560032.9495758876, 6362061.890493258), (560030.4495758876, 6362061.890493258), (560030.4495758876, 6362061.390493258), (560029.9495758876, 6362061.390493258), (560029.9495758876, 6362060.390493258), (560029.4495758876, 6362060.390493258), (560029.4495758876, 6362059.890493258), (560028.9495758876, 6362059.890493258), (560028.9495758876, 6362059.390493258), (560028.4495758876, 6362059.390493258), (560028.4495758876, 6362058.890493258), (560027.4495758876, 6362058.890493258), (560027.4495758876, 6362058.390493258), (560026.9495758876, 6362058.390493258), (560026.9495758876, 6362057.890493258), (560025.4495758876, 6362057.890493258), (560025.4495758876, 6362057.390493258), (560023.4495758876, 6362057.390493258), (560023.4495758876, 6362060.390493258), (560023.9495758876, 6362060.390493258), (560023.9495758876, 6362061.890493258), (560024.4495758876, 6362061.890493258), (560024.4495758876, 6362063.390493258), (560024.9495758876, 6362063.390493258), (560024.9495758876, 6362064.390493258), (560025.4495758876, 6362064.390493258), (560025.4495758876, 6362065.390493258), (560025.9495758876, 6362065.390493258), (560025.9495758876, 6362065.890493258), (560026.4495758876, 6362065.890493258), (560026.4495758876, 6362066.890493258), (560026.9495758876, 6362066.890493258), (560026.9495758876, 6362068.390493258), (560027.4495758876, 6362068.390493258), (560027.4495758876, 6362068.890493258), (560027.9495758876, 6362068.890493258), (560027.9495758876, 6362069.390493258), (560028.4495758876, 6362069.390493258), (560028.4495758876, 6362069.890493258), (560033.4495758876, 6362069.890493258), (560033.4495758876, 6362070.390493258), (560033.9495758876, 6362070.390493258), (560033.9495758876, 6362070.890493258), (560034.4495758876, 6362070.890493258), (560034.4495758876, 6362071.390493258), (560034.9495758876, 6362071.390493258), (560034.9495758876, 6362071.890493258), (560036.4495758876, 6362071.890493258)] a_points = np.array(points) x = a_points[:, 0] y = a_points[:, 1] from pylab import * plot(x,y) show() a = fitEllipse(x,y) center = ellipse_center(a) phi = ellipse_angle_of_rotation(a) axes = ellipse_axis_length(a) print "center = ", center print "angle of rotation = ", phi print "axes = ", axes from pylab import * plot(x,y) plot(center[0:1],center[1:], color = 'red') show() each vertex is a xi,y,i point plot of 2D point and center of fit ellipse

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  • Quaternion Camera Orbiting around a Sphere

    - by jessejuicer
    Background: I'm trying to create a game where the camera is always rotating around a single sphere. I'm using the DirectX D3DX math functions in C++ on Windows. The Problem: I cannot get both the camera position and orientation both working properly at the same time. Either one works but not both together. Here's the code for my quaternion camera that revolves around a sphere, always looking at the centerpoint of the sphere, ... as far as I understand it (but which isn't working properly): (I'm only going to present rotation around the X axis here, to simplify this post) Whenever the UP key is pressed or held down, the camera should rotate around the X axis, while looking at the centerpoint of the sphere (which is at 0,0,0 in the world). So, I build a quaternion that represents a small angle of rotation around the x axis like this (where 'deltaAngle' is a small enough number for a slow rotation): D3DXVECTOR3 rotAxis; D3DXQUATERNION tempQuat; tempQuat.x = 0.0f; tempQuat.y = 0.0f; tempQuat.z = 0.0f; tempQuat.w = 1.0f; rotAxis.x = 1.0f; rotAxis.y = 0.0f; rotAxis.z = 0.0f; D3DXQuaternionRotationAxis(&tempQuat, &rotAxis, deltaAngle); ...and I accumulate the result into the camera's current orientation quat, like this: D3DXQuaternionMultiply(&cameraOrientationQuat, &cameraOrientationQuat, &tempQuat); ...which all works fine. Now I need to build a view matrix to pass to DirectX SetTransform function. So I build a rotation matrix from the camera orientation quat as follows: D3DXMATRIXA16 rotationMatrix; D3DXMatrixIdentity(&rotationMatrix); D3DXMatrixRotationQuaternion(&rotationMatrix, &cameraOrientationQuat); ...Now (as seen below) if I just transpose that rotationMatrix and plug it into the 3x3 section of the view matrix, then negate the camera's position and plug it into the translation section of the view matrix, the rotation magically works. Perfectly. (even when I add in rotations for all three axes). There's no gimbal lock, just a smooth rotation all around in any direction. BUT- this works even though I never change the camera's position. At all. Which sorta blows my mind. I even display the camera position and can watch it stay constant at it's starting point (0.0, 0.0, -4000.0). It never moves, but the rotation around the sphere is perfect. I don't understand that. For proper view rotation, the camera position should be revolving around the sphere. Here's the rest of building the view matrix (I'll talk about the commented code below). Note that the camera starts out at (0.0, 0.0, -4000.0) and m_camDistToTarget is 4000.0: /* D3DXVECTOR3 vec1; D3DXVECTOR4 vec2; vec1.x = 0.0f; vec1.y = 0.0f; vec1.z = -1.0f; D3DXVec3Transform(&vec2, &vec1, &rotationMatrix); g_cameraActor->pos.x = vec2.x * g_cameraActor->m_camDistToTarget; g_cameraActor->pos.y = vec2.y * g_cameraActor->m_camDistToTarget; g_cameraActor->pos.z = vec2.z * g_cameraActor->m_camDistToTarget; */ D3DXMatrixTranspose(&g_viewMatrix, &rotationMatrix); g_viewMatrix._41 = -g_cameraActor->pos.x; g_viewMatrix._42 = -g_cameraActor->pos.y; g_viewMatrix._43 = -g_cameraActor->pos.z; g_viewMatrix._44 = 1.0f; g_direct3DDevice9->SetTransform( D3DTS_VIEW, &g_viewMatrix ); ...(The world matrix is always an identity, and the perspective projection works fine). ...So, without the commented code being compiled, the rotation works fine. But to be proper, for obvious reasons, the camera position should be rotating around the sphere, which it currently is not. That's what the commented code is supposed to do. And when I add in that chunk of code to do that, and look at all the data as I hold the keys down (using UP, DOWN, LEFT, RIGHT to rotate different directions) all the values look correct! The camera position is rotating around the sphere just fine, and I can watch that happen visually too. The problem is that the camera orientation does not lookat the center of the sphere. It always looks straight forward down the z axis (toward positive z) as it revolves around the sphere. Yet the values of both the rotation matrix and the view matrix seem to be behaving correctly. (The view matrix orientation is the same as the rotation matrix, just transposed). For instance if I just hold down the key to spin around the x axis, I can watch the values of the three axes represented in the view matrix (x, y, and z axes)... view x-axis stays at (1.0, 0.0, 0.0), and view y-axis and z-axis both spin around the x axis just fine. All the numbers are changing as they should be... well, almost. As far as I can tell, the position of the view matrix is spinning around the sphere one direction (like clockwise), and the orientation (the axes in the view matrix) are spinning the opposite direction (like counter-clockwise). Which I guess explains why the orientation appears to stay straight ahead. I know the position is correct. It revolves properly. It's the orientation that's wrong. Can anyone see what am I doing wrong? Am I using these functions incorrectly? Or is my algorithm flawed? As usual I've been combing my code for simple mistakes for many hours. I'm willing to post the actual code, and a video of the behavior, but that will take much more effort. Thought I'd ask this way first.

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  • Changing Positions of the Chart When Creating Multiple Charts Automatically via Vbasic in Excel 2007

    - by McVey
    I am creating a new chart for each row of data in an Excel spreadsheet. I have the Vbasic working properly, but I want to change the position of the chart on the sheet that is added for each row. Below is my code, what do I need to do to change the position of the chart on the page automatically? Ideally, I would like it to be in the upper left hand corner of each sheet. Sub DrawCharts() Dim Ws As Worksheet Dim NewWs As Worksheet Dim cht As Chart Dim LastRow As Long Dim CurrRow As Long Set Ws = ThisWorkbook.Worksheets("Sheet1") LastRow = Ws.Range("A65536").End(xlUp).Row For CurrRow = 2 To LastRow Set NewWs = ThisWorkbook.Worksheets.Add NewWs.Name = Ws.Range("A" & CurrRow).Value Set cht = ThisWorkbook.Charts.Add With cht .ChartType = xl3DColumnClustered .SeriesCollection.NewSeries .SeriesCollection(1).Values = "=" & Ws.Name & "!R" & CurrRow & "C3:R" & CurrRow & "C8" .SeriesCollection(1).Name = "=" & Ws.Name & "!R" & CurrRow & "C2" .SeriesCollection(1).XValues = "Sheet1!R1C3:R1C8" .Axes(xlValue).MinimumScale = 0 .Axes(xlValue).MaximumScale = 1 .Axes(xlValue).MajorUnit = 0.2 .SetElement (msoElementDataLabelShow) .SetElement (msoElementLegendNone) .Location Where:=xlLocationAsObject, Name:=NewWs.Name End With Next CurrRow End Sub Any help is appreciated.

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  • Accelerometer gravity components

    - by Dvd
    Hi, I know this question is definitely solved somewhere many times already, please enlighten me if you know of their existence, thanks. Quick rundown: I want to compute from a 3 axis accelerometer the gravity component on each of these 3 axes. I have used 2 axes free body diagrams to work out the accelerometer's gravity component in the world X-Z, Y-Z and X-Y axes. But the solution seems slightly off, it's acceptable for extreme cases when only 1 accelerometer axis is exposed to gravity, but for a pitch and roll of both 45 degrees, the combined total magnitude is greater than gravity (obtained by Xa^2+Ya^2+Za^2=g^2; Xa, Ya and Za are accelerometer readings in its X, Y and Z axis). More detail: The device is a Nexus One, and have a magnetic field sensor for azimuth, pitch and roll in addition to the 3-axis accelerometer. In the world's axis (with Z in the same direction as gravity, and either X or Y points to the north pole, don't think this matters much?), I assumed my device has a pitch (P) on the Y-Z axis, and a roll (R) on the X-Z axis. With that I used simple trig to get: Sin(R)=Ax/Gxz Cos(R)=Az/Gxz Tan(R)=Ax/Az There is another set for pitch, P. Now I defined gravity to have 3 components in the world's axis, a Gxz that is measurable only in the X-Z axis, a Gyz for Y-Z, and a Gxy for X-Y axis. Gxz^2+Gyz^2+Gxy^2=2*G^2 the 2G is because gravity is effectively included twice in this definition. Oh and the X-Y axis produce something more exotic... I'll explain if required later. From these equations I obtained a formula for Az, and removed the tan operations because I don't know how to handle tan90 calculations (it's infinity?). So my question is, anyone know whether I did this right/wrong or able to point me to the right direction? Thanks! Dvd

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  • How can I bind the nested viewmodels to properties of a control

    - by Robert
    I used Microsoft's Chart Control of the WPF toolkit to write my own chart control. I blogged about it here. My Chart control stacks the yaxes in the chart on top of each other. As you can read in the article this all works quite well. Now I want to create a viewmodel that controls the data and axes in the chart. So far I'm able to add axes to the chart and show them in the chart. But I have a problem when I try to add the lineseries because it has one DependentAxis and one InDependentAxis property. I don't know how to assign the proper xAxis and yAxis controls to it. Below you see part of the LineSeriesViewModel. It has a nested XAxisViewModel and YAxisViewModel property. public class LineSeriesViewModel : ViewModelBase, IChartComponent { XAxisViewModel _xAxis; public XAxisViewModel XAxis { get { return _xAxis; } set { _xAxis = value; RaisePropertyChanged(() => XAxis); } } //The YAxis Property look the same } The viewmodels all have their own datatemplate. The xaml code looks like this: <UserControl.Resources> <DataTemplate x:Key="xAxisTemplate" DataType="{x:Type l:YAxisViewModel}"> <chart:LinearAxis x:Name="yAxis" Orientation="Y" Location="Left" Minimum="0" Maximum="10" IsHitTestVisible="False" Width="50" /> </DataTemplate> <DataTemplate x:Key="yAxisTemplate" DataType="{x:Type l:XAxisViewModel}"> <chart:LinearAxis x:Name="xAxis" Orientation="X" Location="Bottom" Minimum="0" Maximum="100" IsHitTestVisible="False" Height="50" /> </DataTemplate> <DataTemplate DataType="{x:Type l:LineSeriesViewModel}"> <!--Binding doesn't work on the Dependent and IndependentAxis! --> <!--YAxis XAxis and Series are properties of the LineSeriesViewModel --> <l:FastLineSeries DependentAxis="{Binding Path=YAxis}" IndependentAxis="{Binding Path=XAxis}" ItemsSource="{Binding Path=Series}"/> </DataTemplate> <Style TargetType="ItemsControl"> <Setter Property="ItemsPanel"> <Setter.Value> <ItemsPanelTemplate> <!--My stacked chart control --> <l:StackedPanel x:Name="stackedPanel" Width="Auto" Height="Auto" Background="LightBlue"> </l:StackedPanel> </ItemsPanelTemplate> </Setter.Value> </Setter> </Style> </UserControl.Resources> <Grid HorizontalAlignment="Stretch" VerticalAlignment="Stretch" ClipToBounds="True"> <!-- View is an ObservableCollection of all axes and series--> <ItemsControl x:Name="chartItems" ItemsSource="{Binding Path=View}" Focusable="False"> </ItemsControl> </Grid> This code works quite well. When I add axes they get drawn. But the DependentAxis and InDependentAxis of the lineseries control stay null, so the series doesn't get drawn. How can I bind the nested viewmodels to the properties of a control?

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  • Panning with the OpenGL Camera / View Matrix

    - by Pris
    I'm gonna try this again I've been trying to setup a simple camera class with OpenGL but I'm completely lost and I've made zero progress creating anything useful. I'm using modern OpenGL and the glm library for matrix math. To get the most basic thing I can think of down, I'd like to pan an arbitrarily positioned camera around. That means move it along its own Up and Side axes. Here's a picture of a randomly positioned camera looking at an object: It should be clear what the Up (Green) and Side (Red) vectors on the camera are. Even though the picture shows otherwise, assume that the Model matrix is just the identity matrix. Here's what I do to try and get it to work: Step 1: Create my View/Camera matrix (going to refer to it as the View matrix from now on) using glm::lookAt(). Step 2: Capture mouse X and Y positions. Step 3: Create a translation matrix mapping changes in the X mouse position to the camera's Side vector, and mapping changes in the Y mouse position to the camera's Up vector. I get the Side vector from the first column of the View matrix. I get the Up vector from the second column of the View matrix. Step 4: Apply the translation: viewMatrix = glm::translate(viewMatrix,translationVector); But this doesn't work. I see that the mouse movement is mapped to some kind of perpendicular axes, but they're definitely not moving as you'd expect with respect to the camera. Could someone please explain what I'm doing wrong and point me in the right direction with this camera stuff?

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  • Super Joybox 5 HID 0925:8884 not recognized as joystick in Ubuntu 12.04 LTS

    - by Tim Evans
    Problem: When using the "Super JoyBox 5" 4 port playstation 2 to USB adapter, the device is not recognized as a joystick. there is no js0 created, but instead another input eventX and mouseX are created in /dev/input. When using the directional buttons (up down left right) on a Playstation 1 controller attached to the device, the mouse cursor moves to the top, bottom, left, and right edges of the screen respectively. Buttons are unresponsive. The joypads attached to the device cannot be used in any games or other programs. Attempted remedies: Creating a symlink from the eventX to js0 does not solve the problem. Addl Info: joydev is loaded and running peroperly according to LSMOD. evtest can be run on the created eventX (sudo evtest /dev/input/event14 in my case) and the buttons and axes all register inputs. Here is a paste of EVTEST's diagnostic and the first couple button events. [code] sudo evtest /dev/input/event14 Input driver version is 1.0.1 Input device ID: bus 0x3 vendor 0x925 product 0x8884 version 0x100 Input device name: "HID 0925:8884" Supported events: Event type 0 (EV_SYN) Event type 1 (EV_KEY) Event code 288 (BTN_TRIGGER) Event code 289 (BTN_THUMB) Event code 290 (BTN_THUMB2) Event code 291 (BTN_TOP) Event code 292 (BTN_TOP2) Event code 293 (BTN_PINKIE) Event code 294 (BTN_BASE) Event code 295 (BTN_BASE2) Event code 296 (BTN_BASE3) Event code 297 (BTN_BASE4) Event code 298 (BTN_BASE5) Event code 299 (BTN_BASE6) Event code 300 (?) Event code 301 (?) Event code 302 (?) Event code 303 (BTN_DEAD) Event code 304 (BTN_A) Event code 305 (BTN_B) Event code 306 (BTN_C) Event code 307 (BTN_X) Event code 308 (BTN_Y) Event code 309 (BTN_Z) Event code 310 (BTN_TL) Event code 311 (BTN_TR) Event code 312 (BTN_TL2) Event code 313 (BTN_TR2) Event code 314 (BTN_SELECT) Event code 315 (BTN_START) Event code 316 (BTN_MODE) Event code 317 (BTN_THUMBL) Event code 318 (BTN_THUMBR) Event code 319 (?) Event code 320 (BTN_TOOL_PEN) Event code 321 (BTN_TOOL_RUBBER) Event code 322 (BTN_TOOL_BRUSH) Event code 323 (BTN_TOOL_PENCIL) Event code 324 (BTN_TOOL_AIRBRUSH) Event code 325 (BTN_TOOL_FINGER) Event code 326 (BTN_TOOL_MOUSE) Event code 327 (BTN_TOOL_LENS) Event code 328 (?) Event code 329 (?) Event code 330 (BTN_TOUCH) Event code 331 (BTN_STYLUS) Event code 332 (BTN_STYLUS2) Event code 333 (BTN_TOOL_DOUBLETAP) Event code 334 (BTN_TOOL_TRIPLETAP) Event code 335 (BTN_TOOL_QUADTAP) Event type 3 (EV_ABS) Event code 0 (ABS_X) Value 127 Min 0 Max 255 Flat 15 Event code 1 (ABS_Y) Value 127 Min 0 Max 255 Flat 15 Event code 2 (ABS_Z) Value 127 Min 0 Max 255 Flat 15 Event code 3 (ABS_RX) Value 127 Min 0 Max 255 Flat 15 Event code 4 (ABS_RY) Value 127 Min 0 Max 255 Flat 15 Event code 5 (ABS_RZ) Value 127 Min 0 Max 255 Flat 15 Event code 6 (ABS_THROTTLE) Value 127 Min 0 Max 255 Flat 15 Event code 7 (ABS_RUDDER) Value 127 Min 0 Max 255 Flat 15 Event code 8 (ABS_WHEEL) Value 127 Min 0 Max 255 Flat 15 Event code 9 (ABS_GAS) Value 127 Min 0 Max 255 Flat 15 Event code 10 (ABS_BRAKE) Value 127 Min 0 Max 255 Flat 15 Event code 11 (?) Value 127 Min 0 Max 255 Flat 15 Event code 12 (?) Value 127 Min 0 Max 255 Flat 15 Event code 13 (?) Value 127 Min 0 Max 255 Flat 15 Event code 14 (?) Value 127 Min 0 Max 255 Flat 15 Event code 15 (?) Value 127 Min 0 Max 255 Flat 15 Event code 16 (ABS_HAT0X) Value 0 Min -1 Max 1 Event code 17 (ABS_HAT0Y) Value 0 Min -1 Max 1 Event code 18 (ABS_HAT1X) Value 0 Min -1 Max 1 Event code 19 (ABS_HAT1Y) Value 0 Min -1 Max 1 Event code 20 (ABS_HAT2X) Value 0 Min -1 Max 1 Event code 21 (ABS_HAT2Y) Value 0 Min -1 Max 1 Event code 22 (ABS_HAT3X) Value 0 Min -1 Max 1 Event code 23 (ABS_HAT3Y) Value 0 Min -1 Max 1 Event type 4 (EV_MSC) Event code 4 (MSC_SCAN) Testing ... (interrupt to exit) Event: time 1351223176.126127, type 4 (EV_MSC), code 4 (MSC_SCAN), value 90001 Event: time 1351223176.126130, type 1 (EV_KEY), code 288 (BTN_TRIGGER), value 1 Event: time 1351223176.126166, -------------- SYN_REPORT ------------ Event: time 1351223178.238127, type 4 (EV_MSC), code 4 (MSC_SCAN), value 90001 Event: time 1351223178.238130, type 1 (EV_KEY), code 288 (BTN_TRIGGER), value 0 Event: time 1351223178.238167, -------------- SYN_REPORT ------------ Event: time 1351223180.422127, type 4 (EV_MSC), code 4 (MSC_SCAN), value 90002 Event: time 1351223180.422129, type 1 (EV_KEY), code 289 (BTN_THUMB), value 1 Event: time 1351223180.422163, -------------- SYN_REPORT ------------ Event: time 1351223181.558099, type 4 (EV_MSC), code 4 (MSC_SCAN), value 90002 Event: time 1351223181.558102, type 1 (EV_KEY), code 289 (BTN_THUMB), value 0 Event: time 1351223181.558137, -------------- SYN_REPORT ------------ Event: time 1351223182.486137, type 4 (EV_MSC), code 4 (MSC_SCAN), value 90003 Event: time 1351223182.486140, type 1 (EV_KEY), code 290 (BTN_THUMB2), value 1 Event: time 1351223182.486172, -------------- SYN_REPORT ------------ Event: time 1351223183.302130, type 4 (EV_MSC), code 4 (MSC_SCAN), value 90003 Event: time 1351223183.302132, type 1 (EV_KEY), code 290 (BTN_THUMB2), value 0 Event: time 1351223183.302165, -------------- SYN_REPORT ------------ Event: time 1351223184.030133, type 4 (EV_MSC), code 4 (MSC_SCAN), value 90004 Event: time 1351223184.030136, type 1 (EV_KEY), code 291 (BTN_TOP), value 1 Event: time 1351223184.030166, -------------- SYN_REPORT ------------ Event: time 1351223184.558135, type 4 (EV_MSC), code 4 (MSC_SCAN), value 90004 Event: time 1351223184.558138, type 1 (EV_KEY), code 291 (BTN_TOP), value 0 Event: time 1351223184.558168, -------------- SYN_REPORT ------------ [/code] The directional buttons on the pad are being identified as HAT0Y and HAT0X axes, thats zero, not the letter O. Aparently, this device used to work flawlessly on kernel 2.4.x systems, and even as late as ubunto 10.04. Perhaps the Joydev rules for identifying joypads has changed? Currently, this kind of bug is affecting a few different type of controller adapters, but since this is the one that i PERSONALLY have (and has been driving me my own special brand of crazy), its the one im documenting. What i think should be happening instead: The device should be registering js0 through js3, one for each port, or JS0 that will handle all of the connected devices with different numbered axes for each connected joypad. Either way, it should work as a joystick and stop controlling the mouse cursor. Please help!

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  • Zedgraph - determine length of tic on an axis ?

    - by southof40
    In Zedgraph building a line chart. I have some requirements for axes labels which can't be produced automatically so inspired by this other Stackoverflow answer I'm building a custom axis. I can draw the Axis OK and I can place the labels but I want to draw my own tics. To do this I'd like to know the colour/pen width/size etc of the tics on the other axes. Determining the colour and pen width are no problem but finding out the length of a tic is difficult (I mean how long is it drawn away from the axis). I'm using a LineObj to draw the custom tics but I can't figure out how to long to draw them to match other non-custom tics . Does anyone know where this is defined (or have a smarter way of drawing your own tics than using LineObjs ?)

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  • MATLAB: Convert two array to a sparse matrix

    - by CziX
    I'm looking for an a command or trick to convert two arrays to a sparse matrix. The two arrays contain x-values and y-values, which gives a coordinate in the cartesian coordinate system. I want to group the coordinates, which if the value is between some value on the x-axes and the y-axes. % MATLAB x_i = find(x > 0.1 & x < 0.9); y_i = find(y > 0.4 & y < 0.8); %Then I want to find indicies which are located in both x_i and y_i Is there an easy way to this little trick?

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  • How do I draw an ellipse with arbitrary orientation pixel by pixel?

    - by amc
    Hi, I have to draw an ellipse of arbitrary size and orientation pixel by pixel. It seems pretty easy to draw an ellipse whose major and minor axes align with the x and y axes, but rotating the ellipse by an arbitrary angle seems trickier. Initially I though it might work to draw the unrotated ellipse and apply a rotation matrix to each point, but it seems as though that could cause errors do to rounding, and I need rather high precision. Is my suspicion about this method correct? How could I accomplish this task more precisely? I'm programming in C++ (although that shouldn't really matter since this is a more algorithm-oriented question).

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  • handling matrix data in python

    - by Ovisek
    I was trying to progressively subtract values of a 3D matrix. The matrix looks like: ATOM 1223 ZX SOD A 11 2.11 -1.33 12.33 ATOM 1224 ZY SOD A 11 -2.99 -2.92 20.22 ATOM 1225 XH HEL A 12 -3.67 9.55 21.54 ATOM 1226 SS ARG A 13 -6.55 -3.09 42.11 ... here the last three columns are representing values for axes x,y,z respectively. now I what I wanted to do is, take the values of x,y,z for 1st line and subtract with 2nd,3rd,4th line in a iterative way and print the values for each axes. I was using: for line in map(str.split,inp): x = line[-3] y = line[-2] z = line[-1] for separating the values, but how to do in iterative way. should I do it by using Counter.

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  • How to represent a Rubik's Cube in a data structure

    - by Mel
    I am just curious, how will you guys create a data structure for a rubik's cube with X number of sides. Things to consider: - the cube can be of any size - it is a rubik's cube! so layers can be rotated (in all three axes) and a plus question: using the data structure, how can we know if a certain cube in a certain state is solvable? I have been struggling with this question my self and haven't quite found the answer yet.

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  • GLM Velocity Vectors - Basic Maths to Simulate Steering

    - by Reanimation
    UPDATE - Code updated below but still need help adjusting my math. I have a cube rendered on the screen which represents a car (or similar). Using Projection/Model matrices and Glm I am able to move it back and fourth along the axes and rotate it left or right. I'm having trouble with the vector mathematics to make the cube move forwards no matter which direction it's current orientation is. (ie. if I would like, if it's rotated right 30degrees, when it's move forwards, it travels along the 30degree angle on a new axes). I hope I've explained that correctly. This is what I've managed to do so far in terms of using glm to move the cube: glm::vec3 vel; //velocity vector void renderMovingCube(){ glUseProgram(movingCubeShader.handle()); GLuint matrixLoc4MovingCube = glGetUniformLocation(movingCubeShader.handle(), "ProjectionMatrix"); glUniformMatrix4fv(matrixLoc4MovingCube, 1, GL_FALSE, &ProjectionMatrix[0][0]); glm::mat4 viewMatrixMovingCube; viewMatrixMovingCube = glm::lookAt(camOrigin, camLookingAt, camNormalXYZ); vel.x = cos(rotX); vel.y=sin(rotX); vel*=moveCube; //move cube ModelViewMatrix = glm::translate(viewMatrixMovingCube,globalPos*vel); //bring ground and cube to bottom of screen ModelViewMatrix = glm::translate(ModelViewMatrix, glm::vec3(0,-48,0)); ModelViewMatrix = glm::rotate(ModelViewMatrix, rotX, glm::vec3(0,1,0)); //manually turn glUniformMatrix4fv(glGetUniformLocation(movingCubeShader.handle(), "ModelViewMatrix"), 1, GL_FALSE, &ModelViewMatrix[0][0]); //pass matrix to shader movingCube.render(); //draw glUseProgram(0); } keyboard input: void keyboard() { char BACKWARD = keys['S']; char FORWARD = keys['W']; char ROT_LEFT = keys['A']; char ROT_RIGHT = keys['D']; if (FORWARD) //W - move forwards { globalPos += vel; //globalPos.z -= moveCube; BACKWARD = false; } if (BACKWARD)//S - move backwards { globalPos.z += moveCube; FORWARD = false; } if (ROT_LEFT)//A - turn left { rotX +=0.01f; ROT_LEFT = false; } if (ROT_RIGHT)//D - turn right { rotX -=0.01f; ROT_RIGHT = false; } Where am I going wrong with my vectors? I would like change the direction of the cube (which it does) but then move forwards in that direction.

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  • Google réagit à la décision de Nokia d'utiliser Windows Phone 7 : « deux dindes ne font pas un aigle » écrit un de ses responsables

    Google réagit à la décision de Nokia d'utiliser Windows Phone 7 « Deux dindes » ne feraient pas « un aigle » Google réagit à la décision de Nokia de choisir Windows Phone 7 pour ses futurs Smartphones haut de gamme au lieu de son OS mobile Android. Le constructeur Finlandais, dans un communiqué publié la semaine dernière, a présenté les axes de sa nouvelle stratégie dont le plus important est la confirmation de son partenariat avec Microsoft pour utiliser Windows Phone 7 comme nouvelle plate-forme pour ses terminaux mobiles. Microsoft et Google avaient formulé chacun une offre pour convaincre N...

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  • Getting Started with jqChart for ASP.NET Web Forms

    - by jqChart
    Official Site | Samples | Download | Documentation | Forum | Twitter Introduction jqChart takes advantages of HTML5 Canvas to deliver high performance client-side charts and graphs across browsers (IE 6+, Firefox, Chrome, Opera, Safari) and devices, including iOS and Android mobile devices. Some of the key features are: High performance rendering. Animaitons. Scrolling/Zoooming. Support for unlimited number of data series and data points. Support for unlimited number of chart axes. True DateTime Axis. Logarithmic and Reversed axis scale. Large set of chart types - Bar, Column, Pie, Line, Spline, Area, Scatter, Bubble, Radar, Polar. Financial Charts - Stock Chart and Candlestick Chart. The different chart types can be easily combined.  System Requirements Browser Support jqChart supports all major browsers: Internet Explorer - 6+ Firefox Google Chrome Opera Safari jQuery version support jQuery JavaScript framework is required. We recommend using the latest official stable version of the jQuery library. Visual Studio Support jqChart for ASP.NET does not require using Visual Studio. You can use your favourite code editor. Still, the product has been tested with several versions of Visual Studio .NET and you can find the list of supported versions below: Visual Studio 2008 Visual Studio 2010 Visual Studio 2012 ASP.NET Web Forms support Supported version - ASP.NET Web Forms 3.5, 4.0 and 4.5 Installation Download and unzip the contents of the archive to any convenient location. The package contains the following folders: [bin] - Contains the assembly DLLs of the product (JQChart.Web.dll) for WebForms 3.5, 4.0 and 4.5. This is the assembly that you can reference directly in your web project (or better yet, add it to your ToolBox and then drag & drop it from there). [js] - The javascript files of jqChart and jqRangeSlider (and the needed libraries). You need to include them in your ASPX page, in order to gain the client side functionality of the chart. The first file is "jquery-1.5.1.min.js" - this is the official jQuery library. jqChart is built upon jQuery library version 1.4.3. The second file you need is the "excanvas.js" javascript file. It is used from the versions of IE, which dosn't support canvas graphics. The third is the jqChart javascript code itself, located in "jquery.jqChart.min.js". The last one is the jqRangeSlider javascript, located in "jquery.jqRangeSlider.min.js". It is used when the chart zooming is enabled. [css] - Contains the Css files that the jqChart and the jqRangeSlider need. [samples] - Contains some examples that use the jqChart. For full list of samples plese visit - jqChart for ASP.NET Samples. [themes] - Contains the themes shipped with the products. It is used from the jqRangeSlider. Since jqRangeSlider supports jQuery UI Themeroller, any theme compatible with jQuery UI ThemeRoller will work for jqRangeSlider as well. You can download any additional themes directly from jQuery UI's ThemeRoller site available here: http://jqueryui.com/themeroller/ or reference them from Microsoft's / Google's CDN. <link rel="stylesheet" type="text/css" media="screen" href="http://ajax.aspnetcdn.com/ajax/jquery.ui/1.8.21/themes/smoothness/jquery-ui.css" /> The final result you will have in an ASPX page containing jqChart would be something similar to that (assuming you have copied the [js] to the Script folder and [css] to Content folder of your ASP.NET site respectively). <%@ Page Language="C#" AutoEventWireup="true" CodeBehind="Default.aspx.cs" Inherits="samples_cs.Default" %> <%@ Register Assembly="JQChart.Web" Namespace="JQChart.Web.UI.WebControls" TagPrefix="jqChart" %> <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html > <head runat="server"> <title>jqChart ASP.NET Sample</title> <link rel="stylesheet" type="text/css" href="~/Content/jquery.jqChart.css" /> <link rel="stylesheet" type="text/css" href="~/Content/jquery.jqRangeSlider.css" /> <link rel="stylesheet" type="text/css" href="~/Content/themes/smoothness/jquery-ui-1.8.21.css" /> <script src="<% = ResolveUrl("~/Scripts/jquery-1.5.1.min.js") %>" type="text/javascript"></script> <script src="<% = ResolveUrl("~/Scripts/jquery.jqRangeSlider.min.js") %>" type="text/javascript"></script> <script src="<% = ResolveUrl("~/Scripts/jquery.jqChart.min.js") %>" type="text/javascript"></script> <!--[if IE]><script lang="javascript" type="text/javascript" src="<% = ResolveUrl("~/Scripts/excanvas.js") %>"></script><![endif]--> </head> <body> <form id="form1" runat="server"> <asp:ObjectDataSource ID="ObjectDataSource1" runat="server" SelectMethod="GetData" TypeName="SamplesBrowser.Models.ChartData"></asp:ObjectDataSource> <jqChart:Chart ID="Chart1" Width="500px" Height="300px" runat="server" DataSourceID="ObjectDataSource1"> <Title Text="Chart Title"></Title> <Animation Enabled="True" Duration="00:00:01" /> <Axes> <jqChart:CategoryAxis Location="Bottom" ZoomEnabled="true"> </jqChart:CategoryAxis> </Axes> <Series> <jqChart:ColumnSeries XValuesField="Label" YValuesField="Value1" Title="Column"> </jqChart:ColumnSeries> <jqChart:LineSeries XValuesField="Label" YValuesField="Value2" Title="Line"> </jqChart:LineSeries> </Series> </jqChart:Chart> </form> </body> </html>   Official Site | Samples | Download | Documentation | Forum | Twitter

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  • Rendez-vous des Experts : SQL Server 2012 Denali, une émission en partenariat avec Developpez.com

    Rendez-vous des Experts : SQL Server 2012 Denali Une émission en partenariat avec Developpez.com SQL Server 2012 (anciennement Denali) est la prochaine version majeure de SQL Server, la plateforme de gestion et d'analyse de l'information de Microsoft. Cette version a été développée autour de trois axes majeurs :Devenir la plateforme de prédilection des applications critiques de l'entreprise, en réduisant le TCO Offrir une solution de business intelligence complète, accessible à tous, simplifiant l'accès à toutes les données de l'entreprise Permettre aux applications d'accéder de façon transparente aux données, qu'elles soient hébergées dans vos ...

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  • Isometric tile selection

    - by Dylan Lundy
    I'm not all that good with Maths. I'm trying to make a function to convert mouse coordinates into a particular tile in an isometric view. All of the algorithms I have seen so far work with the X & Y axes going diagonal, my game is currently set up like this, and I would like to keep it so. Is there an algorithm so that if the mouse was at the red dot, it would return the coordinates of the tile that it is sitting on? (6,2)

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  • What is going on in this SAT/vector projection code?

    - by ssb
    I'm looking at the example XNA SAT collision code presented here: http://www.xnadevelopment.com/tutorials/rotatedrectanglecollisions/rotatedrectanglecollisions.shtml See the following code: private int GenerateScalar(Vector2 theRectangleCorner, Vector2 theAxis) { //Using the formula for Vector projection. Take the corner being passed in //and project it onto the given Axis float aNumerator = (theRectangleCorner.X * theAxis.X) + (theRectangleCorner.Y * theAxis.Y); float aDenominator = (theAxis.X * theAxis.X) + (theAxis.Y * theAxis.Y); float aDivisionResult = aNumerator / aDenominator; Vector2 aCornerProjected = new Vector2(aDivisionResult * theAxis.X, aDivisionResult * theAxis.Y); //Now that we have our projected Vector, calculate a scalar of that projection //that can be used to more easily do comparisons float aScalar = (theAxis.X * aCornerProjected.X) + (theAxis.Y * aCornerProjected.Y); return (int)aScalar; } I think the problems I'm having with this come mostly from translating physics concepts into data structures. For example, earlier in the code there is a calculation of the axes to be used, and these are stored as Vector2, and they are found by subtracting one point from another, however these points are also stored as Vector2s. So are the axes being stored as slopes in a single Vector2? Next, what exactly does the Vector2 produced by the vector projection code represent? That is, I know it represents the projected vector, but as it pertains to a Vector2, what does this represent? A point on a line? Finally, what does the scalar at the end actually represent? It's fine to tell me that you're getting a scalar value of the projected vector, but none of the information I can find online seems to tell me about a scalar of a vector as it's used in this context. I don't see angles or magnitudes with these vectors so I'm a little disoriented when it comes to thinking in terms of physics. If this final scalar calculation is just a dot product, how is that directly applicable to SAT from here on? Is this what I use to calculate maximum/minimum values for overlap? I guess I'm just having trouble figuring out exactly what the dot product is representing in this particular context. Clearly I'm not quite up to date on my elementary physics, but any explanations would be greatly appreciated.

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  • Glm Vector Transformations [duplicate]

    - by Reanimation
    This question already has an answer here: Car-like Physics - Basic Maths to Simulate Steering 2 answers I have a cube rendered on the screen which represents a car (or similar). Using Projection/Model matrices and Glm I am able to move it back and fourth along the axes and rotate it left or right. I'm having trouble with the vector mathematics to make the cube move forwards no matter which direction it's current orientation is. (ie. if I would like, if it's rotated right 30degrees, when it's move forwards, it travels along the 30degree angle on a new axes). I hope I've explained that correctly. This is what I've managed to do so far in terms of using glm to move the cube: glm::vec3 vel; //velocity vector void renderMovingCube(){ glUseProgram(movingCubeShader.handle()); GLuint matrixLoc4MovingCube = glGetUniformLocation(movingCubeShader.handle(), "ProjectionMatrix"); glUniformMatrix4fv(matrixLoc4MovingCube, 1, GL_FALSE, &ProjectionMatrix[0][0]); glm::mat4 viewMatrixMovingCube; viewMatrixMovingCube = glm::lookAt(camOrigin, camLookingAt, camNormalXYZ); vel.x = cos(rotX); vel.y=sin(rotX); vel*=moveCube; //move cube ModelViewMatrix = glm::translate(viewMatrixMovingCube,globalPos*vel); //bring ground and cube to bottom of screen ModelViewMatrix = glm::translate(ModelViewMatrix, glm::vec3(0,-48,0)); ModelViewMatrix = glm::rotate(ModelViewMatrix, rotX, glm::vec3(0,1,0)); //manually turn glUniformMatrix4fv(glGetUniformLocation(movingCubeShader.handle(), "ModelViewMatrix"), 1, GL_FALSE, &ModelViewMatrix[0][0]); //pass matrix to shader movingCube.render(); //draw glUseProgram(0); } keyboard input: void keyboard() { char BACKWARD = keys['S']; char FORWARD = keys['W']; char ROT_LEFT = keys['A']; char ROT_RIGHT = keys['D']; if (FORWARD) //W - move forwards { globalPos += vel; //globalPos.z -= moveCube; BACKWARD = false; } if (BACKWARD)//S - move backwards { globalPos.z += moveCube; FORWARD = false; } if (ROT_LEFT)//A - turn left { rotX +=0.01f; ROT_LEFT = false; } if (ROT_RIGHT)//D - turn right { rotX -=0.01f; ROT_RIGHT = false; } Where am I going wrong with my vectors? I would like change the direction of the cube (which it does) but then move forwards in that direction.

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  • Opera 15 : le navigateur reconstruit allie simplicité, rapidité et compatibilité avec le moteur Blink, plusieurs fonctions passent à la trappe

    Opera 15 : le navigateur reconstruit à partir de zéro allie simplicité, rapidité et compatibilité avec le moteur Blink et Chromiun, plusieurs fonctions passent à la trappe Opera Software vient de lancer son nouveau navigateur entièrement reconstruit à partir de zéro, pour PC Windows et Mac.Le navigateur qui a été développé autour de trois axes majeurs : compatibilité, simplicité et rapidité, utilise comme socle Chromium (navigateur Web open source sur lequel est basé Chrome) et abandonne le moteur JavaScript maison d'Opera Carakan pour V8 de Google.

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  • Drupal 7 : la version finale est arrivée avec 800 modules complémentaires compatibles et prêt à l'utilisation

    Drupal 7 : la version finale est arrivée Avec 800 modules complémentaires compatibles et prêt à l'utilisation Mise à jour du 05/01/2011 par Idelways Drupal 7 en version finale et stable est enfin disponible après trois ans de développement, pour le plus grand bonheur des développeurs et intégrateurs Web adeptes de la puissance et de la flexibilité de ce système de gestion de contenus open-source et gratuit. Les développeurs principaux de cette version, épaulés par des milliers de contributeurs, ont axés leurs efforts sur l'amélioration de l'expérience utilisateur L'interface d'administration a subi un lif...

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  • back button android

    - by Raogrimm
    i am having trouble implementing the back button properly. all of the code snippets i have seen have not worked for me. what i am trying to do when i press the back button is just go back to the previous list. pretty much i have a list within a list and i just want it to go back to the previous list. how would i go about doing this? this is the list i have, every item has a separate list that it has. lets say you click on weapons, you then get a list of different weapon types and so on final String[] weapons = getResources().getStringArray(R.array.weapons); setListAdapter(new ArrayAdapter<String>(ffxidirectory.this, R.layout.list_item, weapons)); lv.setOnItemClickListener(new OnItemClickListener() { public void onItemClick(AdapterView<?> parent, View view, int position, long id) { System.out.println("item clicked: "+weapons[position]); switch(position) { case 0: final String[] axes = getResources().getStringArray(R.array.axes); setListAdapter(new ArrayAdapter<String>(ffxidirectory.this, R.layout.list_item, axes)); break; case 1: final String[] clubs = getResources().getStringArray(R.array.clubs); setListAdapter(new ArrayAdapter<String>(ffxidirectory.this, R.layout.list_item, clubs)); break; case 2: final String[] daggers = getResources().getStringArray(R.array.daggers); setListAdapter(new ArrayAdapter<String>(ffxidirectory.this, R.layout.list_item, daggers)); break; case 3: final String[] great_axes = getResources().getStringArray(R.array.great_axes); setListAdapter(new ArrayAdapter<String>(ffxidirectory.this, R.layout.list_item, great_axes)); break; case 4: final String[] great_katana = getResources().getStringArray(R.array.great_katana); setListAdapter(new ArrayAdapter<String>(ffxidirectory.this, R.layout.list_item, great_katana)); break; case 5: final String[] great_swords = getResources().getStringArray(R.array.great_swords); setListAdapter(new ArrayAdapter<String>(ffxidirectory.this, R.layout.list_item, great_swords)); break; case 6: final String[] hand_to_hand = getResources().getStringArray(R.array.hand_to_hand); setListAdapter(new ArrayAdapter<String>(ffxidirectory.this, R.layout.list_item, hand_to_hand)); break; case 7: final String[] katana = getResources().getStringArray(R.array.katana); setListAdapter(new ArrayAdapter<String>(ffxidirectory.this, R.layout.list_item, katana)); break; case 8: final String[] polearms = getResources().getStringArray(R.array.polearms); setListAdapter(new ArrayAdapter<String>(ffxidirectory.this, R.layout.list_item, polearms)); break; case 9: final String[] scythes = getResources().getStringArray(R.array.scythes); setListAdapter(new ArrayAdapter<String>(ffxidirectory.this, R.layout.list_item, scythes)); break; case 10: final String[] staves = getResources().getStringArray(R.array.staves); setListAdapter(new ArrayAdapter<String>(ffxidirectory.this, R.layout.list_item, staves)); break; case 11: final String[] swords = getResources().getStringArray(R.array.swords); setListAdapter(new ArrayAdapter<String>(ffxidirectory.this, R.layout.list_item, swords)); break; } } });

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  • How to remove space between chart area and plot area?

    - by Gopalakrishnan Subramani
    I am using chartingToolKit:Chart control. I want to remove the white space appear in between the chart and plot area. Attached the WPF sample and image of area to be removed. <Window x:Class="WpfApplication2.MainWindow" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" Title="MainWindow" Height="350" Width="525" xmlns:chartingToolkit="clr-namespace:System.Windows.Controls.DataVisualization.Charting;assembly=System.Windows.Controls.DataVisualization.Toolkit"> <Grid> <chartingToolkit:Chart x:Name="chart" Width="500" Height="300" Margin="0, 0, 0, 0" LegendStyle="{StaticResource LegendStyle}" > <chartingToolkit:AreaSeries ItemsSource="{Binding}" DependentValuePath="Value" IndependentValuePath="Key" Background="Red" > </chartingToolkit:AreaSeries> <chartingToolkit:Chart.Axes> <chartingToolkit:LinearAxis Orientation="X" ShowGridLines="False" Visibility="Hidden"> </chartingToolkit:LinearAxis> <chartingToolkit:LinearAxis Orientation="Y" ShowGridLines="False" Visibility="Hidden"/> </chartingToolkit:Chart.Axes> </chartingToolkit:Chart> </Grid> The area marked in red arrow must be removed

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