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  • Screen space to world space

    - by user13414
    I am writing a 2D game where my game world has x axis running left to right, y axis running top to bottom, and z axis out of the screen: Whilst my game world is top-down, the game is rendered on a slight tilt: I'm working on projecting from world space to screen space, and vice-versa. I have the former working as follows: var viewport = new Viewport(0, 0, this.ScreenWidth, this.ScreenHeight); var screenPoint = viewport.Project(worldPoint.NegateY(), this.ProjectionMatrix, this.ViewMatrix, this.WorldMatrix); The NegateY() extension method does exactly what it sounds like, since XNA's y axis runs bottom to top instead of top to bottom. The screenshot above shows this all working. Basically, I have a bunch of points in 3D space that I then render in screen space. I can modify camera properties in real time and see it animate to the new position. Obviously my actual game will use sprites rather than points and the camera position will be fixed, but I'm just trying to get all the math in place before getting to that. Now, I am trying to convert back the other way. That is, given an x and y point in screen space above, determine the corresponding point in world space. So if I point the cursor at, say, the bottom-left of the green trapezoid, I want to get a world space reading of (0, 480). The z coordinate is irrelevant. Or, rather, the z coordinate will always be zero when mapping back to world space. Essentially, I want to implement this method signature: public Vector2 ScreenPointToWorld(Vector2 point) I've tried several things to get this working but am just having no luck. My latest thinking is that I need to call Viewport.Unproject twice with differing near/far z values, calculate the resultant Ray, normalize it, then calculate the intersection of the Ray with a Plane that basically represents ground-level of my world. However, I got stuck on the last step and wasn't sure whether I was over-complicating things. Can anyone point me in the right direction on how to achieve this?

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  • How do I get VDPAU working with Ubuntu 9.1?

    - by Brad Robertson
    What do I need to do to get MKV HD videos playing with VDPAU and also Blu-ray discs? Lots of people say you need to compile the latest MPlayer (which I haven't had luck doing) for VDPAU. I found an mplayer ppa that says it has VDPAU compiled into it so I'd like to use that. What packages do I need for playing MKV files and Blu-ray with the video decoding offloaded to my GPU? So far I haven't had any luck with any of the tutorials I've found. I'm just looking for a quick synopsis that will tell me what I'm looking for as I'm kind of shooting in the dark. (I didn't know what VDPAU was until a few days ago.)

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  • How do I get VDPAU working with Ubuntu 9.10?

    - by Brad Robertson
    What do I need to do to get MKV HD videos playing with VDPAU and also Blu-ray discs? Lots of people say you need to compile the latest MPlayer (which I haven't had luck doing) for VDPAU. I found an mplayer ppa that says it has VDPAU compiled into it so I'd like to use that. What packages do I need for playing MKV files and Blu-ray with the video decoding offloaded to my GPU? So far I haven't had any luck with any of the tutorials I've found. I'm just looking for a quick synopsis that will tell me what I'm looking for as I'm kind of shooting in the dark. (I didn't know what VDPAU was until a few days ago.)

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  • Creating hard drive backup images efficiently

    - by Arrieta
    We are in the process of pruning our directories to recuperate some disk space. The 'algorithm' for the pruning/backup process consists of a list of directories and, for each one of them, a set of rules, e.g. 'compress *.bin', 'move *.blah', 'delete *.crap', 'leave *.important'; these rules change from directory to directory but are well known. The compressed and moved files are stored in a temporary file system, burned onto a blue ray, tested within the blue ray, and, finally, deleted from their original locations. I am doing this in Python (basically a walk statement with a dictionary with the rules for each extension in each folder). Do you recommend a better methodology for pruning file systems? How do you do it? We run on Linux.

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  • Online betting system design [closed]

    - by Rafal
    I am a Computer Science student, preparing for my exam in software engineering. I am strugging with answering one of the sample questions to the scenario below. My understanding is that the system design approach should probably be a mixture of agile and plan driven elements but - since I've no practical experience - it's hard for me to decide on the balance and tolls that should be used. I will appreciate any hints from experienced business analysts who were involved in similar kind of projects. Ray Sing is the owner of “Last Betz", a bookmakers with 7 outlets across Louth and Meath. With the advent of smartphones Ray would now like to allow his clients to place their bets online using their mobile devices. Clients would register for an account and password and would log their credit card details via the Last Betz website. To begin using the facility customers must 'load' their accounts with 100 euros. Any winnings, minus commission, will be placed in the account whilst any losses will be automatically deducted from the account. Assuming you have been selected to develop the above system: How would you approach the design of this system? Discuss the design methods and models you would use.

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  • What's the difference between "Flash Drive" and "Flash Memory"?

    - by Clive D
    I have a problem with a Blu ray disk I bought. I talked to a Sony technician who advised me to plug a "USB Flash Memory Stick" into the Blu-ray player. Is this something specific? Is there a difference between the following two? "USB Flash Drive" "USB Flash Memory" When I go to Curry's or other sites that sell USB Sticks, they only talk about "USB Flash Drives". I've been in computing for many years and know the basics, but "memory" and "drive" are different things to me.

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  • Converting raw data type to enumerated type

    - by Jim Lahman
    There are times when an enumerated type is preferred over using the raw data type.  An example of using a scheme is when we need to check the health of x-ray gauges in use on a production line.  Rather than using a scheme like 0, 1 and 2, we can use an enumerated type: 1: /// <summary> 2: /// POR Healthy status indicator 3: /// </summary> 4: /// <remarks>The healthy status is for each POR x-ray gauge; each has its own status.</remarks> 5: [Flags] 6: public enum POR_HEALTH : short 7: { 8: /// <summary> 9: /// POR1 healthy status indicator 10: /// </summary> 11: POR1 = 0, 12: /// <summary> 13: /// POR2 healthy status indicator 14: /// </summary> 15: POR2 = 1, 16: /// <summary> 17: /// Both POR1 and POR2 healthy status indicator 18: /// </summary> 19: BOTH = 2 20: } By using the [Flags] attribute, we are treating the enumerated type as a bit mask.  We can then use bitwise operations such as AND, OR, NOT etc. . Now, when we want to check the health of a specific gauge, we would rather use the name of the gauge than the numeric identity; it makes for better reading and programming practice. To translate the numeric identity to the enumerated value, we use the Parse method of Enum class: POR_HEALTH GaugeHealth = (POR_HEALTH) Enum.Parse(typeof(POR_HEALTH), XrayMsg.Gauge_ID.ToString()); The Parse method creates an instance of the enumerated type.  Now, we can use the name of the gauge rather than the numeric identity: 1: if (GaugeHealth == POR_HEALTH.POR1 || GaugeHealth == POR_HEALTH.BOTH) 2: { 3: XrayHealthyTag.Name = Properties.Settings.Default.POR1XRayHealthyTag; 4: } 5: else if (GaugeHealth == POR_HEALTH.POR2) 6: { 7: XrayHealthyTag.Name = Properties.Settings.Default.POR2XRayHealthyTag; 8: }

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  • Assigning valid moves on board game

    - by Kunal4536
    I am making a board game in unity 4.3 2d similar to checkers. I have added an empty object to all the points where player can move and added a box collider to each empty object.I attached a click to move script to each player token. Now I want to assign valid moves. e.g. as shown in picture... Players can only move on vertex of each square.Player can only move to adjacent vertex.Thus it can only move from red spot to yellow and cannot move to blue spot.There is another condition which is : if there is the token of another player at the yellow spot then the player cannot move to that spot. Instead it will have to go from red to green spot. How can I find the valid moves of the player by scripting. I have another problem with click to move. When I click all the objects move to that position.But I only want to move a single token. So what can i add to script to select a specific object and then click to move the specific object.Here is my script for click to move. var obj:Transform; private var hitPoint : Vector3; private var move: boolean = false; private var startTime:float; var speed = 1; function Update () { if(Input.GetKeyDown(KeyCode.Mouse0)) { var hit : RaycastHit; // no point storing this really var ray = Camera.main.ScreenPointToRay (Input.mousePosition); if (Physics.Raycast (ray, hit, 10000)) { hitPoint = hit.point; move = true; startTime = Time.time; } } if(move) { obj.position = Vector3.Lerp(obj.position, hitPoint, Time.deltaTime * speed); if(obj.position == hitPoint) { move = false; } } }`

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  • OpenWorld 2011 Video Index

    - by Chris Kawalek
    We did quite a few virtualization videos this year at Oracle OpenWorld 2011. You can find all these and more on our YouTube channel. Virtualization Wrapup Adam Hawley discusses the Oracle virtualization presence at Oracle OpenWorld 2011. http://www.youtube.com/oraclevirtualization#p/f/2/53_SQYljqN4 Oracle Applications on iPad Brad Lackey shows how you can access Oracle Applications on iPad. http://www.youtube.com/oraclevirtualization#p/f/9/3Ug5km3uxEQ Thinkquest.org and Oracle VM Dan Herrup describes how Thinkquest.org is using Oracle VM to help kids learn how to solve real world problems with computer technology. http://www.youtube.com/oraclevirtualization#p/f/6/Bw-km5kqzEo Avaya and Oracle Virtualization See Oracle desktop virtualization in action at Avaya's booth. http://www.youtube.com/oraclevirtualization#p/f/4/xIHRIijEPkM Eco-Features of Sun Ray Clients Michael Dann shows off the Sun Ray 3 Plus and talks about the eco benefits of Oracle's extremely low power consumption client device for desktop virtualization. http://www.youtube.com/oraclevirtualization#p/f/3/ulArHGe1OmM Application and Desktop Access with Oracle Secure Global Desktop Watch Jeff Harvey do a quick demo of Oracle Secure Global Desktop accessing Oracle Applications. http://www.youtube.com/oraclevirtualization#p/f/5/g_ikA7dwh0g Oracle VM VirtualBox for VDI Andy Hall describes how enterprises leverage Oracle VM VirtualBox as part of their VDI deployments. http://www.youtube.com/oraclevirtualization#p/f/8/WmkeYlzgnZ8 TechCast Live: The Coolest Virtualization Products Interview with Andy Hall about the desktop virtualization portfolio. http://www.youtube.com/oraclevirtualization#p/f/7/VMkrAhZ83AA

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  • Empty interface to combine multiple interfaces

    - by user1109519
    Suppose you have two interfaces: interface Readable { public void read(); } interface Writable { public void write(); } In some cases the implementing objects can only support one of these but in a lot of cases the implementations will support both interfaces. The people who use the interfaces will have to do something like: // can't write to it without explicit casting Readable myObject = new MyObject(); // can't read from it without explicit casting Writable myObject = new MyObject(); // tight coupling to actual implementation MyObject myObject = new MyObject(); None of these options is terribly convenient, even more so when considering that you want this as a method parameter. One solution would be to declare a wrapping interface: interface TheWholeShabam extends Readable, Writable {} But this has one specific problem: all implementations that support both Readable and Writable have to implement TheWholeShabam if they want to be compatible with people using the interface. Even though it offers nothing apart from the guaranteed presence of both interfaces. Is there a clean solution to this problem or should I go for the wrapper interface? UPDATE It is in fact often necessary to have an object that is both readable and writable so simply seperating the concerns in the arguments is not always a clean solution. UPDATE2 (extracted as answer so it's easier to comment on) UPDATE3 Please beware that the primary usecase for this is not streams (although they too must be supported). Streams make a very specific distinction between input and output and there is a clear separation of responsibilities. Rather, think of something like a bytebuffer where you need one object you can write to and read from, one object that has a very specific state attached to it. These objects exist because they are very useful for some things like asynchronous I/O, encodings,...

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  • OpenWorld 2011 Video Index

    - by Chris Kawalek
    We did quite a few virtualization videos this year at Oracle OpenWorld 2011. You can find all these and more on our YouTube channel. Virtualization Wrapup Adam Hawley discusses the Oracle virtualization presence at Oracle OpenWorld 2011. http://www.youtube.com/oraclevirtualization#p/f/2/53_SQYljqN4 Oracle Applications on iPad Brad Lackey shows how you can access Oracle Applications on iPad. http://www.youtube.com/oraclevirtualization#p/f/9/3Ug5km3uxEQ Thinkquest.org and Oracle VM Dan Herrup describes how Thinkquest.org is using Oracle VM to help kids learn how to solve real world problems with computer technology. http://www.youtube.com/oraclevirtualization#p/f/6/Bw-km5kqzEo Avaya and Oracle Virtualization See Oracle desktop virtualization in action at Avaya's booth. http://www.youtube.com/oraclevirtualization#p/f/4/xIHRIijEPkM Eco-Features of Sun Ray Clients Michael Dann shows off the Sun Ray 3 Plus and talks about the eco benefits of Oracle's extremely low power consumption client device for desktop virtualization. http://www.youtube.com/oraclevirtualization#p/f/3/ulArHGe1OmM Application and Desktop Access with Oracle Secure Global Desktop Watch Jeff Harvey do a quick demo of Oracle Secure Global Desktop accessing Oracle Applications. http://www.youtube.com/oraclevirtualization#p/f/5/g_ikA7dwh0g Oracle VM VirtualBox for VDI Andy Hall describes how enterprises leverage Oracle VM VirtualBox as part of their VDI deployments. http://www.youtube.com/oraclevirtualization#p/f/8/WmkeYlzgnZ8 TechCast Live: The Coolest Virtualization Products Interview with Andy Hall about the desktop virtualization portfolio. http://www.youtube.com/oraclevirtualization#p/f/7/VMkrAhZ83AA

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  • 3D physics engine for accurate collision handling on desktop/laptop computers (non-console)

    - by Georges Oates Larsen
    What are your suggestions for a physics engine that satisfies the following criteria? Capable of calculating collisions between multiple concave mesh-based colliders Handles many collisions going on at once (for instance one mesh being wedged between two others, which themselves may be wedged between two meshes) Does not allow for collider passthrough, even at high speeds. For instance, if I am applying force to a programmatically hinged object that makes it spin, I do not want it to pass through another rigidbody that it collides with while spinning. I have this problem using PhysX As implied before, reacts well to hinged objects, preferably has its own implementation of a hinge, but I am willing to program my own. The important part is that it has some sort of interface that guarantees accurate collision tracking even when dealing with these things Platform independent -- runs on mac as well as PC, also not tied down to specific graphics cards I think that's the best way to explain what I am looking for. Basically, I need SUPER reliable collisions. Something that can't be accomplished with a simple ray casting approach that sends a ray from the last position of the object to the current position (as this object may be potentially large and colliding with small objects via rotation) Bonus points for also including an OPEN SOURCE engine.

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  • Make Gameobject Stand On Surface Facing Certain Direction

    - by Julian
    I want to make a biped character stand on any surface I click on. Surfaces have up vectors of any of positive or negative X,Y,Z. So imagine a cube with each face being a gameobject whose up vector pointing directly away from the cube. If my character is facing "forward" and I click on a surface which is to the left or right of me ( left or right walls), I want my character to now be standing on that surface but still be facing in the direction he initially was. If I click on a wall which is in the forward path of my character i want him to now be standing on that surface and his forward to now be what was once "up" relative to my character. Here is the code I am working with now. void Update() { if (Input.GetMouseButtonUp (0)) { RaycastHit hit; var ray = Camera.main.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray, out hit)) { Vector3 upVectBefore = transform.up; Vector3 forwardVectBefore = transform.forward; Quaternion rotationVectBefore = transform.rotation; Vector3 hitPosition = hit.transform.position; transform.position = hitPosition; float lookDifference = Vector3.Distance(hit.transform.up, forwardVectBefore); if(Vector3.Distance(hit.transform.up, upVectBefore) < .23) //Same normal { transform.rotation = rotationVectBefore; } else if(lookDifference > 1.412 && lookDifference <= 1.70607) //side wall { transform.up = hit.transform.up; transform.forward = forwardVectBefore; } else //head on wall { transform.up = hit.transform.up; transform.forward = upVectBefore; } } } } The first case "Same normal" works fine, however the other two do not work as I would like them to. Sometimes my character is laying down on the surface or on the wrong side of the surface. Does anyone know nice way of solving this problem?

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  • Partition tool with console UI (as in server installation)?

    - by lepe
    Back in 2006, Ray (3DLover) posted the same question in: http://ubuntuforums.org/showthread.php?t=309680 but none of the answers were really useful. Now with a little help from AskUbuntu community, I would like to repeat his question again to see if this time it can be answered correctly. So this is the question (and what I wish too): I'm looking for a UI tool for managing partitions in a console. I have installed Ubuntu Server, so I don't have X Windows at all. fdisk and sfdisk are entirely command line. parted is slightly better, but it's not really a UI. cfdisk has somewhat of a UI, but it only works on one disk at a time, and there's no advanced options like configuring LVM or RAID. Just partitioning. I love the partition tool that is available during the OS install procedure. You can partition, configure RAID's and LMV sets. It can format the partitions with several different file systems, it can set labels, mount options and it can insert your volumes into your fstab. Is this tool available as a stand-alone program? I can't find it anywhere. I think it's called parted_server, but I can't find much information about where to get it. In the past, I have run the Ubuntu install procedure just to use the partition manager that comes with it. (canceling the install after making my partition edits) Anyone help me on this? Thanks -Ray Thanks in advance.

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  • Atmospheric Scattering

    - by Lawrence Kok
    I'm trying to implement atmospheric scattering based on Sean O`Neil algorithm that was published in GPU Gems 2. But I have some trouble getting the shader to work. My latest attempts resulted in: http://img253.imageshack.us/g/scattering01.png/ I've downloaded sample code of O`Neil from: http://http.download.nvidia.com/developer/GPU_Gems_2/CD/Index.html. Made minor adjustments to the shader 'SkyFromAtmosphere' that would allow it to run in AMD RenderMonkey. In the images it is see-able a form of banding occurs, getting an blueish tone. However it is only applied to one half of the sphere, the other half is completely black. Also the banding appears to occur at Zenith instead of Horizon, and for a reason I managed to get pac-man shape. I would appreciate it if somebody could show me what I'm doing wrong. Vertex Shader: uniform mat4 matView; uniform vec4 view_position; uniform vec3 v3LightPos; const int nSamples = 3; const float fSamples = 3.0; const vec3 Wavelength = vec3(0.650,0.570,0.475); const vec3 v3InvWavelength = 1.0f / vec3( Wavelength.x * Wavelength.x * Wavelength.x * Wavelength.x, Wavelength.y * Wavelength.y * Wavelength.y * Wavelength.y, Wavelength.z * Wavelength.z * Wavelength.z * Wavelength.z); const float fInnerRadius = 10; const float fOuterRadius = fInnerRadius * 1.025; const float fInnerRadius2 = fInnerRadius * fInnerRadius; const float fOuterRadius2 = fOuterRadius * fOuterRadius; const float fScale = 1.0 / (fOuterRadius - fInnerRadius); const float fScaleDepth = 0.25; const float fScaleOverScaleDepth = fScale / fScaleDepth; const vec3 v3CameraPos = vec3(0.0, fInnerRadius * 1.015, 0.0); const float fCameraHeight = length(v3CameraPos); const float fCameraHeight2 = fCameraHeight * fCameraHeight; const float fm_ESun = 150.0; const float fm_Kr = 0.0025; const float fm_Km = 0.0010; const float fKrESun = fm_Kr * fm_ESun; const float fKmESun = fm_Km * fm_ESun; const float fKr4PI = fm_Kr * 4 * 3.141592653; const float fKm4PI = fm_Km * 4 * 3.141592653; varying vec3 v3Direction; varying vec4 c0, c1; float scale(float fCos) { float x = 1.0 - fCos; return fScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25)))); } void main( void ) { // Get the ray from the camera to the vertex, and its length (which is the far point of the ray passing through the atmosphere) vec3 v3FrontColor = vec3(0.0, 0.0, 0.0); vec3 v3Pos = normalize(gl_Vertex.xyz) * fOuterRadius; vec3 v3Ray = v3CameraPos - v3Pos; float fFar = length(v3Ray); v3Ray = normalize(v3Ray); // Calculate the ray's starting position, then calculate its scattering offset vec3 v3Start = v3CameraPos; float fHeight = length(v3Start); float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fCameraHeight)); float fStartAngle = dot(v3Ray, v3Start) / fHeight; float fStartOffset = fDepth*scale(fStartAngle); // Initialize the scattering loop variables float fSampleLength = fFar / fSamples; float fScaledLength = fSampleLength * fScale; vec3 v3SampleRay = v3Ray * fSampleLength; vec3 v3SamplePoint = v3Start + v3SampleRay * 0.5; // Now loop through the sample rays for(int i=0; i<nSamples; i++) { float fHeight = length(v3SamplePoint); float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fHeight)); float fLightAngle = dot(normalize(v3LightPos), v3SamplePoint) / fHeight; float fCameraAngle = dot(normalize(v3Ray), v3SamplePoint) / fHeight; float fScatter = (-fStartOffset + fDepth*( scale(fLightAngle) - scale(fCameraAngle)))/* 0.25f*/; vec3 v3Attenuate = exp(-fScatter * (v3InvWavelength * fKr4PI + fKm4PI)); v3FrontColor += v3Attenuate * (fDepth * fScaledLength); v3SamplePoint += v3SampleRay; } // Finally, scale the Mie and Rayleigh colors and set up the varying variables for the pixel shader vec4 newPos = vec4( (gl_Vertex.xyz + view_position.xyz), 1.0); gl_Position = gl_ModelViewProjectionMatrix * vec4(newPos.xyz, 1.0); gl_Position.z = gl_Position.w * 0.99999; c1 = vec4(v3FrontColor * fKmESun, 1.0); c0 = vec4(v3FrontColor * (v3InvWavelength * fKrESun), 1.0); v3Direction = v3CameraPos - v3Pos; } Fragment Shader: uniform vec3 v3LightPos; varying vec3 v3Direction; varying vec4 c0; varying vec4 c1; const float g =-0.90f; const float g2 = g * g; const float Exposure =2; void main(void){ float fCos = dot(normalize(v3LightPos), v3Direction) / length(v3Direction); float fMiePhase = 1.5 * ((1.0 - g2) / (2.0 + g2)) * (1.0 + fCos*fCos) / pow(1.0 + g2 - 2.0*g*fCos, 1.5); gl_FragColor = c0 + fMiePhase * c1; gl_FragColor.a = 1.0; }

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  • How do i translate movement on the Canvas3D to movement in the virtual 3D world

    - by Coder
    My goal is to move a shape in the virtual world in such a way so that it ends up where the mouse pointer is on the canvas. What i have: -mouse position (x,y) on a Canvas3D object -Point3d object of where a pick ray starting from the Canvas3D viewport intersects with the first scene object. (point in 3D space of where i want to start the drag) What i want: -Some way to translate the Point3d's coordinates so that the initial point of intersection (the Point3d object) is always overlapping the the mouse position on the canvas (same as when i used the pick ray to determine what the user clicked on from the Canvas3D object). Thanks!

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  • ctypes and PySide

    - by Timothy Baldridge
    I'm building an app with PySide, there's some image manipulation that needs to be done and using Python code for this is way too slow. Therefore I hacked out a .dll file that will do it for me. The function definition is as follows: extern "C" { QRectF get_image_slant(QImage *img, float slantangle, float offset) { Now I can load this function in via ctypes. But I can't seem to get ctypes to accept a QImage. I tried calling it like this: ext.get_image_slant(QImage(), 0, 0) And the reply I get is: File "<stdin>", line 1, in <module> ctypes.ArgumentError: argument 1: <type 'exceptions.TypeError'>: Don't know how to convert parameter 1 I tired casting the QImage to a c_void_p and it doesn't like that either. From what I can tell QImage() in python should map exactly to a QImage * in C, but Python doesn't seem to understand that.. Is there any way to force the casting?

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  • How to investigate if opencl is possible for an algorithm

    - by Marnix
    I have a heavy-duty algorithm in C# that takes two large Bitmaps of about 10000x5000 and performs photo and ray collision operations on a 3D model to map photos on the 3D model. I would like to know if it is possible to convert such an algorithm to OpenCL to optimize parallel operations during the algorithm. But before asking you to go into the details of the algorithm, I would like to know how I can investigate if my algorithm is convertible to OpenCL. I am not experienced in OpenCL and I would like to know if it is worth it to get into it and learn how it works. Are there things I have to look for that will definitely not work on the graphics card? (for-loops, recursion) Update: My algorithm goes something like: foreach photo split the photo in 64x64 blocks foreach block cast a ray from the camera to the 3D model foreach triangle in 3D model perform raycheck

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  • Storing extended IIdentity in HttpContext.Current.User (IPrinciple)

    - by UpTheCreek
    I have created an ExtendedId class which extends GenericIdentity. (This stores Id as well as name) In a httpmodule I stored this extended id in Current.User like so: HttpContext.Current.User = new GenericPrincipal(myExtendedId, roles); Problem is, later, how do I get at my ExtendedId type again? If I try this: ExtendedId eId = (ExtendedId)HttpContext.Current.User.Identity; I get a casting error. I have a feeling I'm doing something stupid here with casting, but I'm a bit foggy this morning.

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  • 'Set = new HashSet' or 'HashSet = new Hashset'?

    - by Pureferret
    I'm intialising a HashSet like so in my program: Set<String> namesFilter = new HashSet<String>(); Is this functionally any different if I initilise like so? HashSet<String> namesFilter = new HashSet<String>(); I've read this about the collections interface, and I understand interfaces (well, except their use here). I've read this excerpt from Effective Java, and I've read this SO question, but I feel none the wiser. Is there a best practice in Java, and if so, why? My intuition is that it makes casting to a different type of Set easier in my first example. But then again, you'd only be casting to something that was a collection, and you could convert it by re-constructing it.

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  • Can I configure NUnit so that Debug.Fail doesn't show a message box when I run my tests?

    - by panamack
    I have this property: public SubjectStatus Status { get { return status; } set { if (Enum.IsDefined(typeof(SubjectStatus), value)) { status = value; } else { Debug.Fail("Error setting Subject.Status", "There is no SubjectStatus enum constant defined for that value."); return; } } } and this unit test [Test] public void StatusProperty_StatusChangedToValueWithoutEnumDefinition_StatusUnchanged() { Subject subject = new TestSubjectImp("1"); // assigned by casting from an int to a defined value subject.Status = (SubjectStatus)2; Assert.AreEqual(SubjectStatus.Completed, subject.Status); // assigned by casting from an int to an undefined value subject.Status = (SubjectStatus)100; // no change to previous value Assert.AreEqual(SubjectStatus.Completed, subject.Status); } Is there a way I can prevent Debug.Fail displaying a message box when I run my tests, but allow it to show me one when I debug my application?

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  • Mapping java.util.Date to xs:date instead of xs:dateTime in JAX-WS

    - by Larsing
    Hi all, We hav an EJB, jws-anotated as a web service. It has a pretty complex pojo-model that generates an equally complex xsd. The pojos contain numerous java.util.Date. These all map to xs:dateTime. This service is used as "business service" in Oracle(BEA) OSB(AquaLogic). We also have a "proxy service" which we map to the BS with XQuery (the OSB/AquaLogic way). The proxy service's xsd has xs:date for the corresponding fields. For some reason, Oracle's implementation of XQuery does not support casting from xs:date to xs:dateTime(!). I could solve this by casting to xs:string and concat:ing with "T00:00:00", however, i would rather try to get JAX-WS to generate an xsd with xs:date instead. Only, I can't find any info on how to do this (anotations?). Can anyone give me a hint? Kind regards, Lars

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  • SQL query showing element more than once.

    - by Sorin Cioban
    Hi guys, I have the following SQL query but it doesn't entirely work because it shows each element more than once. select c.name, c.director, c.title, count(c.title) as numfilms from casting c join casting c1 on c1.name = c.name Group by c.name, c.director, c.title Having count (c.title) > 1 order by numfilms So what it does it shows which actors have made more than 1 film. But unfortunately, this query shows each actor as many times as the number of movies he made. Using distinct doesn't work as actor may have been in different movie with same title and different director.

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  • Performance: float to int cast and clippling result to range

    - by durandai
    I'm doing some audio processing with float. The result needs to be converted back to PCM samples, and I noticed that the cast from float to int is surprisingly expensive. Whats furthermore frustrating that I need to clip the result to the range of a short (-32768 to 32767). While I would normally instictively assume that this could be assured by simply casting float to short, this fails miserably in Java, since on the bytecode level it results in F2I followed by I2S. So instead of a simple: int sample = (short) flotVal; I needed to resort to this ugly sequence: int sample = (int) floatVal; if (sample > 32767) { sample = 32767; } else if (sample < -32768) { sample = -32768; } Is there a faster way to do this? (about ~6% of the total runtime seems to be spent on casting, while 6% seem to be not that much at first glance, its astounding when I consider that the processing part involves a good chunk of matrix multiplications and IDCT)

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