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  • pyplot: really slow creating heatmaps

    - by cvondrick
    I have a loop that executes the body about 200 times. In each loop iteration, it does a sophisticated calculation, and then as debugging, I wish to produce a heatmap of a NxM matrix. But, generating this heatmap is unbearably slow and significantly slow downs an already slow algorithm. My code is along the lines: import numpy import matplotlib.pyplot as plt for i in range(200): matrix = complex_calculation() plt.set_cmap("gray") plt.imshow(matrix) plt.savefig("frame{0}.png".format(i)) The matrix, from numpy, is not huge --- 300 x 600 of doubles. Even if I do not save the figure and instead update an on-screen plot, it's even slower. Surely I must be abusing pyplot. (Matlab can do this, no problem.) How do I speed this up?

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  • What is the optimum way to secure a company wide wiki?

    - by Mark Robinson
    We have a wiki which is used by over half our company. Generally it has been very positively received. However, there is a concern over security - not letting confidential information fall into the wrong hands (i.e. competitors). The default answer is to create a complicated security matrix defining who can read what document (wiki page) based on who created it. Personally I think this mainly solves the wrong problem because it creates barriers within the company instead of a barrier to the external world. But some are concerned that people at a customer site might share information with a customer which then goes to the competitor. The administration of such a matrix is a nightmare because (1) the matrix is based on department and not projects (this is a matrix organisation), and (2) because in a wiki all pages are by definition dynamic so what is confidential today might not be confidential tomorrow (but the history is always readable!). Apart from the security matrix, we've considered restricting content on the wiki to non super secret stuff, but off course that needs to be monitored. Another solution (the current) is to monitor views and report anything suspicious (e.g. one person at a customer site having 2000 views in two days was reported). Again - this is not ideal because this does not directly imply a wrong motive. Does anyone have a better solution? How can a company wide wiki be made secure and yet keep its low threshold USP? BTW we use MediaWiki with Lockdown to exclude some administrative staff.

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  • What is the best way to flag some elements in MATLAB? using NaN or Inf? or something else?

    - by Kamran Bigdely Shamloo
    As you may know, in many occasions, there is a need to flag some elements of a matrix. For example when we have weighted adjacency matrix, and our graph is not fully connected, we have to flag some elements to show that there is no edge between those nodes. The question is how to do that? Is it better to put NaN or Inf on that elements in the matrix? or something elese(such as -1)?

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  • Calculating rotation and translation matrices between two odometry positions for monocular linear triangulation

    - by user1298891
    Recently I've been trying to implement a system to identify and triangulate the 3D position of an object in a robotic system. The general outline of the process goes as follows: Identify the object using SURF matching, from a set of "training" images to the actual live feed from the camera Move/rotate the robot a certain amount Identify the object using SURF again in this new view Now I have: a set of corresponding 2D points (same object from the two different views), two odometry locations (position + orientation), and camera intrinsics (focal length, principal point, etc.) since it's been calibrated beforehand, so I should be able to create the 2 projection matrices and triangulate using a basic linear triangulation method as in Hartley & Zissermann's book Multiple View Geometry, pg. 312. Solve the AX = 0 equation for each of the corresponding 2D points, then take the average In practice, the triangulation only works when there's almost no change in rotation; if the robot even rotates a slight bit while moving (due to e.g. wheel slippage) then the estimate is way off. This also applies for simulation. Since I can only post two hyperlinks, here's a link to a page with images from the simulation (on the map, the red square is simulated robot position and orientation, and the yellow square is estimated position of the object using linear triangulation.) So you can see that the estimate is thrown way off even by a little rotation, as in Position 2 on that page (that was 15 degrees; if I rotate it any more then the estimate is completely off the map), even in a simulated environment where a perfect calibration matrix is known. In a real environment when I actually move around with the robot, it's worse. There aren't any problems with obtaining point correspondences, nor with actually solving the AX = 0 equation once I compute the A matrix, so I figure it probably has to do with how I'm setting up the two camera projection matrices, specifically how I'm calculating the translation and rotation matrices from the position/orientation info I have relative to the world frame. How I'm doing that right now is: Rotation matrix is composed by creating a 1x3 matrix [0, (change in orientation angle), 0] and then converting that to a 3x3 one using OpenCV's Rodrigues function Translation matrix is composed by rotating the two points (start angle) degrees and then subtracting the final position from the initial position, in order to get the robot's straight and lateral movement relative to its starting orientation Which results in the first projection matrix being K [I | 0] and the second being K [R | T], with R and T calculated as described above. Is there anything I'm doing really wrong here? Or could it possibly be some other problem? Any help would be greatly appreciated.

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  • Flex/Actionscript image display problem.

    - by IanH
    I'm trying to extend the Image class but hit a problem that I can't get past. I have a private image (img) that loads an image and a function that takes that image and copies it onto the parent. The debug function "copyit2" displays the image fine (so I know it's loaded OK). But the function "copyit" doesn't work - it just displays a white rectangle. I can't see how to make copyit work so that the original image is copied to the BitmapData and then subsequenty copied onto the parent? (The idea is to do some processing on the Bitmap data before it is displayed, although this isn't shown here to keep the example simple.) I suspect it is something to do with the security of loading images, but I'm loading it from the same server as the application is run from - so this shouldn't be a problem? Thanks for any help anyone can provide. Ian package zoomapackage { import flash.display.Bitmap; import flash.display.BitmapData; import flash.display.Sprite; import flash.events.MouseEvent; import flash.geom.Matrix; import flash.geom.Point; import flash.geom.Rectangle; import flash.net.*; import mx.controls.Image; import mx.events.FlexEvent; public dynamic class Zooma extends Image { private var img:Image; public function copyit():void { var imgObj:BitmapData = new BitmapData(img.content.width, img.content.height, false); imgObj.draw(img); var matrix:Matrix = new Matrix(); this.graphics.beginBitmapFill(imgObj, matrix, false,true); this.graphics.drawRect(0, 0, this.width , this.height); this.graphics.endFill(); } public function copyit2():void { this.source = img.source; } public function Zooma() { super(); img = new Image(); img.load("http://localhost/Koala.jpg"); } } }

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  • Architecture Guidance for designing Workflow Foundation with WCF

    - by Matrix
    We are planning to use WF 3.5 with WCF 3.5 and Entity Framework 1.0 for the upcoming major project. I'm looking for guidance on the architecture side. This new application will be based on typical 3-tier architecture as depicted below: Presentation Tier: ASP.NET Web Forms 3.5 Business Tier: WF 3.5 + BLL's that expose the business logic through WCF service interfaces (using EF for Data Access) Data Tier: SQL Server 2000 Here are the questions: Though the Workflow Foundation has Workflow Services, where we can map the WCF service contracts to a workflow, is this the right way to design the applications? Is EF 1.0 business entities can be used in n-tier apps without sacrificing the tracking changes in the entities? Is there a sample reference application available to look? Thanks.

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  • XNA 2d camera with arbitrary zoom center

    - by blooop
    I have a working 2D camera in XNA with these guts: ms = Mouse.GetState(); msv = new Vector2(ms.X, ms.Y); //screenspace mouse vecor pos = new Vector2(0, 0); //camera center of view zoom_center = cursor; //I would like to be able to define the zoom center in world coords offset = new Vector2(scrnwidth / 2, scrnheight / 2); transmatrix = Matrix.CreateTranslation(-pos.X, -pos.Y, 0) * Matrix.CreateScale(scale, scale, 1) * Matrix.CreateTranslation(offset.X, offset.Y, 0); inverse = Matrix.Invert(transmatrix); cursor = Vector2.Transform(msv, inverse); //the mouse position in world coords I can move the camera position around and change the zoom level (with other code that I have not pasted here for brevity). The camera always zooms around the center of the screen, but I would like to be able to zoom about an arbitrary zoom point (the cursor in this case), like the indie game dyson http://www.youtube.com/watch?v=YiwjjCMqnpg&feature=player_detailpage#t=144s I have tried all the combinations that make sense to me, but am completely stuck.

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  • roundoff double values in Java

    - by S.PRATHIBA
    Hi all, I have a matrix.I found the 10th power of matrix using Java.After finding the 10th power,I need to round off the double values to 3 decimal places.Please help me to round off the double values in the matrix to 3 decimal places.

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  • Inline function and calling cost in C

    - by Eonil
    I'm making a vector/matrix library. (GCC, ARM NEON, iPhone) typedef struct{ float v[4]; } Vector; typedef struct{ Vector v[4]; } Matrix; I passed struct data as pointer to avoid performance degrade from data copying when calling function. So I thought designed function like this: void makeTranslation(const Vector* factor, Matrix* restrict result); But, if function is inline, is there any reason to pass values as pointer for performance? Do those variables copied too? How about register and caches? inline Matrix makeTranslation(Vector factor) __attribute__ ((always_inline)); How do you think about calling costs of each cases?

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  • in R, question about generate table

    - by alex
    a = matrix(1:25,5,5) B = capture.output(for (X in 1:5){ A = c(min(a[,X]),quantile(a[,X],0.25),median(a[,X]),quantile(a[,X],0.75),max(a[,X]),mean(a[,X]),sd(a[,X])/m^(1/2),var(a[,X])) cat(A,"\n") }) matrix(B,8,5) what i was trying to do is to generate a table which each column has those element in A and in that order. i try to use the matrix, but seems like it dont reli work here...can anyone help 1 2 3 4 5 min 1st quartile median SEM VAR THIS IS WHAT I WANT THE TABLE LOOKS LIKE ..

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  • developing a chat website

    - by akshay
    I want to develop a anonimous chat website like omgele.com.I know that this website is devloped in python using twisted matrix framework.Using twsited matrix its easy to devlop such website. But i am very comfortable in java and have 1 yr expericne in it.and dont know python. What shold i do? Should i start learning python to take advanctage of the twiste matrix framework?? OR Should i develop it in java?If so which framework you would suggest to do so?

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  • Basic FreeMat/MATLAB syntax - dimension error

    - by 0x90
    I am using FreeMat, and I have an RGB picture which is a 3D matrix contains the columns and rows of the pictures and the RGB values for each pixel. Since there is not an intrinsic function to convert RGB picture to YIQ, I have implement one. I came up with this code: Assume I have a 3D array, image_rgb: matrix = [0.299 0.587 0.114; 0.596 -0.274 -0.322; 0.211 -0.523 0.312]; row = 1:length(image_rgb(:,1,1)); col = 1:length(image_rgb(1,:,1)); p = image_rgb(row,col,:); %Here I have the problem mage_yiq(row,col,:) = matrix*image_rgb(row,col,:); max_y = max (max(image_yiq(:,:,1))); max_i = max (max(image_yiq(:,:,2))); max_q = max (max(image_yiq(:,:,3))); %Renormalize the image again after the multipication % to [0,1]. image_yiq(:,:,1) = image_yiq(:,:,1)/max_y; image_yiq(:,:,2) = image_yiq(:,:,2)/max_i; image_yiq(:,:,3) = image_yiq(:,:,3)/max_q; I can't understand why the matrix multiplication fails. I want the code to be nice and not just to, multiply the matrix by hand...

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  • trouble calculating offset index into 3D array

    - by Derek
    Hello, I am writing a CUDA kernel to create a 3x3 covariance matrix for each location in the rows*cols main matrix. So that 3D matrix is rows*cols*9 in size, which i allocated in a single malloc accordingly. I need to access this in a single index value the 9 values of the 3x3 covariance matrix get their values set according to the appropriate row r and column c from some other 2D arrays. In other words - I need to calculate the appropriate index to access the 9 elements of the 3x3 covariance matrix, as well as the row and column offset of the 2D matrices that are inputs to the value, as well as the appropriate index for the storage array. i have tried to simplify it down to the following: //I am calling this kernel with 1D blocks who are 512 cols x 1row. TILE_WIDTH=512 int bx = blockIdx.x; int by = blockIdx.y; int tx = threadIdx.x; int ty = threadIdx.y; int r = by + ty; int c = bx*TILE_WIDTH + tx; int offset = r*cols+c; int ndx = r*cols*rows + c*cols; if((r < rows) && (c < cols)){ //this IF statement is trying to avoid the case where a threadblock went bigger than my original array..not sure if correct d_cov[ndx + 0] = otherArray[offset]; d_cov[ndx + 1] = otherArray[offset] d_cov[ndx + 2] = otherArray[offset] d_cov[ndx + 3] = otherArray[offset] d_cov[ndx + 4] = otherArray[offset] d_cov[ndx + 5] = otherArray[offset] d_cov[ndx + 6] = otherArray[offset] d_cov[ndx + 7] = otherArray[offset] d_cov[ndx + 8] = otherArray[offset] } When I check this array with the values calculated on the CPU, which loops over i=rows, j=cols, k = 1..9 The results do not match up. in other words d_cov[i*rows*cols + j*cols + k] != correctAnswer[i][j][k] Can anyone give me any tips on how to sovle this problem? Is it an indexing problem, or some other logic error?

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  • Working with image pixels

    - by Mario
    Hey Guys, I'm trying to do a project here, which I want to implement the following: I have a rotation matrix and translation matrix are estimated, now I have an image in a certain location and I want to multiply all the image pixel by the rotation matrix and add the results to the translation matrix..... My issue is how to work with the pixels? I mean how to extract the pixel from the image in order to do the operation that I mentioned above? it's ok to give me the suggestion in either opencv or c++ *I need to know how to do this operation new_p(x,y) = old(x,y)* rotation_matrix + translation_matrix. I'm defining the image like that IplImage(), 3 channel image. For now I need to do the geometrical transformation* Thank you.

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  • Why is sys+user > real in "time command"?

    - by shadyabhi
    I have a program that uses pthread library to do the matrix multiplication of 500x500 matrix. Each thread calculates 50 rows of the matrix. When I run tiem command:- shadyabhi@shadyabhi-desktop:~$ time ./a.out real 0m0.383s user 0m0.810s sys 0m0.000s shadyabhi@shadyabhi-desktop:~$ How come sys+user is greater than real time?

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  • c++ template and its element type

    - by David
    This is my template matrix class: template<typename T> class Matrix { public: .... Matrix<T> operator / (const T &num); } However, in my Pixel class, I didn't define the Pixel/Pixel operator at all! Why in this case, the compiler still compiles?

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  • Android - How to circular zoom/magnify part of image?

    - by IZI_Shadow_IZI
    I am trying to allow the user to touch the image and then basically a cirular magnifier will show that will allow the user to better select a certain area on the image. When the user releases the touch the magnified portion will dissapear. This is used on several photo editing apps and I am trying to implement my own version of it. The code I have below does magnify a circular portion of the imageview but does not delete or clear the zoom once I release my finger. I currently set a bitmap to a canvas using canvas = new Canvas(bitMap); and then set the imageview using takenPhoto.setImageBitmap(bitMap); I am not sure if I am going about it the right way. The onTouch code is below: zoomPos = new PointF(0,0); takenPhoto.setOnTouchListener(new OnTouchListener() { @Override public boolean onTouch(View v, MotionEvent event) { int action = event.getAction(); switch (action) { case MotionEvent.ACTION_DOWN: zoomPos.x = event.getX(); zoomPos.y = event.getY(); matrix.reset(); matrix.postScale(2f, 2f, zoomPos.x, zoomPos.y); shader.setLocalMatrix(matrix); canvas.drawCircle(zoomPos.x, zoomPos.y, 20, shaderPaint); takenPhoto.invalidate(); break; case MotionEvent.ACTION_MOVE: zoomPos.x = event.getX(); zoomPos.y = event.getY(); matrix.reset(); matrix.postScale(2f, 2f, zoomPos.x, zoomPos.y); canvas.drawCircle(zoomPos.x, zoomPos.y, 20, shaderPaint); takenPhoto.invalidate(); break; case MotionEvent.ACTION_UP: //clear zoom here? break; case MotionEvent.ACTION_CANCEL: break; default: break; } return true; } });

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  • c++ manipulator question

    - by robert
    i have a class: template<class T> class matrix { private: int COLS,ROWS; public: inline matrix(int r,int c){ this->COLS=r; this->ROWS=c; } template<class T2> friend ostream& info(ostream& os); }; i tried in so many ways to implement the info class.but none is succeed. i want to use it in main function Matrix<int> M(10,20); cout<<info<<M; i want to out put the Matrix class's cols, and rows information. i have tried so many time in implementing the friend class info, but failed. any one can tell me how can do it?

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  • R: optimal way of computing the "product" of two vectors

    - by Musa
    Hi, Let's assume that I have a vector r <- rnorm(4) and a matrix W of dimension 20000*200 for example: W <- matrix(rnorm(20000*200),20000,200) I want to compute a new matrix M of dimension 5000*200 such that m11 <- r%*%W[1:4,1], m21 <- r%*%W[5:8,1], m12 <- r%*%W[1:4,2] etc. (i.e. grouping rows 4-by-4 and computing the product). What's the optimal (speed,memory) way of doing this? Thanks in advance.

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  • How can I change the tick marks scale in MATLAB?

    - by Wires
    Hey, I have a matrix A which I am plotting using imagesc(A). The matrix is a 512 X 512 matrix, but I need the axes to be labeled from 0 to 4000 instead of 0 to 512. I can't seem to find where I can change this instead of just changing from where to where the points are plotted!

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  • OpenGL multiple threads, variable handling [closed]

    - by toeplitz
    I have written an OpenGL program which runs in the following way: Main: - Initialize SDL - Create thread which has the OpenGL context: - Renderloop - Set camera (view) matrix with glUniform. - glDrawElements() .... etc. - Swapbuffers(); - Main SDL loop handling input events and such. - Update camera matrix of type glm::mat4. This is how I pass my camera object to the class that handles opengl. Camera *cam = new Camera(); gl.setCam(cam); where void setCam(Camera *camera) { this->camera = camera; } For rendering in the opengl context thread, this happens: glm::mat4 modelView = camera->view * model; glUniformMatrix4fv(shader->bindUniform("modelView"), 1, GL_FALSE, glm::value_ptr(modelView)); In the main program where my SDL and other things are handles I then recompute the view matrix. This his working fine without me using any mutex locks. Is this correct? On the other hand, I add objects to my scene by an "upload queue" and in this case I have to mutex lock my upload queue vector (vector class type) when adding items to it or else the program crashes. In summary: I recompute my matrix in a different thread and then use it in the opengl thread without any mutex lock. Why is this working? Edit: I think my question is similar to what was asked here: Should I lock a variable in one thread if I only need it's value in other threads, and why does it work if I don't?, only in my case it is even more simple with only one matrix being changed.

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  • How to split up input from System.in

    - by zzaw
    Alright so I'm working on something where I take input from System.in; the first line is an int (n) representing the size of a matrix. The next n lines are the matrix itself like so: 10 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 1 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 1 0 1 0 0 0 0 0 0 0 0 1 0 0 1 1 0 0 1 0 0 0 0 0 1 0 0 0 0 0 0 0 1 1 0 0 0 1 1 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 The problem is there may be multiple matrix's in a single input, so the next line would have another int and the corresponding matrix underneath until it hits a line with a single 0. I then have to pass each matrix along with the size at the top as a BufferedReader to a method which adds the numbers to a 2D array. I'm just a little unsure on how to split the input up and send it to the method. Would making a new BufferedReader using skip() and specifying a size each time work? The biggest problem I seem to be running into is reading the size but then the size being excluded as it has already been read. Cheers

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  • C# Neural Networks with Encog

    - by JoshReuben
    Neural Networks ·       I recently read a book Introduction to Neural Networks for C# , by Jeff Heaton. http://www.amazon.com/Introduction-Neural-Networks-C-2nd/dp/1604390093/ref=sr_1_2?ie=UTF8&s=books&qid=1296821004&sr=8-2-spell. Not the 1st ANN book I've perused, but a nice revision.   ·       Artificial Neural Networks (ANNs) are a mechanism of machine learning – see http://en.wikipedia.org/wiki/Artificial_neural_network , http://en.wikipedia.org/wiki/Category:Machine_learning ·       Problems Not Suited to a Neural Network Solution- Programs that are easily written out as flowcharts consisting of well-defined steps, program logic that is unlikely to change, problems in which you must know exactly how the solution was derived. ·       Problems Suited to a Neural Network – pattern recognition, classification, series prediction, and data mining. Pattern recognition - network attempts to determine if the input data matches a pattern that it has been trained to recognize. Classification - take input samples and classify them into fuzzy groups. ·       As far as machine learning approaches go, I thing SVMs are superior (see http://en.wikipedia.org/wiki/Support_vector_machine ) - a neural network has certain disadvantages in comparison: an ANN can be overtrained, different training sets can produce non-deterministic weights and it is not possible to discern the underlying decision function of an ANN from its weight matrix – they are black box. ·       In this post, I'm not going to go into internals (believe me I know them). An autoassociative network (e.g. a Hopfield network) will echo back a pattern if it is recognized. ·       Under the hood, there is very little maths. In a nutshell - Some simple matrix operations occur during training: the input array is processed (normalized into bipolar values of 1, -1) - transposed from input column vector into a row vector, these are subject to matrix multiplication and then subtraction of the identity matrix to get a contribution matrix. The dot product is taken against the weight matrix to yield a boolean match result. For backpropogation training, a derivative function is required. In learning, hill climbing mechanisms such as Genetic Algorithms and Simulated Annealing are used to escape local minima. For unsupervised training, such as found in Self Organizing Maps used for OCR, Hebbs rule is applied. ·       The purpose of this post is not to mire you in technical and conceptual details, but to show you how to leverage neural networks via an abstraction API - Encog   Encog ·       Encog is a neural network API ·       Links to Encog: http://www.encog.org , http://www.heatonresearch.com/encog, http://www.heatonresearch.com/forum ·       Encog requires .Net 3.5 or higher – there is also a Silverlight version. Third-Party Libraries – log4net and nunit. ·       Encog supports feedforward, recurrent, self-organizing maps, radial basis function and Hopfield neural networks. ·       Encog neural networks, and related data, can be stored in .EG XML files. ·       Encog Workbench allows you to edit, train and visualize neural networks. The Encog Workbench can generate code. Synapses and layers ·       the primary building blocks - Almost every neural network will have, at a minimum, an input and output layer. In some cases, the same layer will function as both input and output layer. ·       To adapt a problem to a neural network, you must determine how to feed the problem into the input layer of a neural network, and receive the solution through the output layer of a neural network. ·       The Input Layer - For each input neuron, one double value is stored. An array is passed as input to a layer. Encog uses the interface INeuralData to hold these arrays. The class BasicNeuralData implements the INeuralData interface. Once the neural network processes the input, an INeuralData based class will be returned from the neural network's output layer. ·       convert a double array into an INeuralData object : INeuralData data = new BasicNeuralData(= new double[10]); ·       the Output Layer- The neural network outputs an array of doubles, wraped in a class based on the INeuralData interface. ·        The real power of a neural network comes from its pattern recognition capabilities. The neural network should be able to produce the desired output even if the input has been slightly distorted. ·       Hidden Layers– optional. between the input and output layers. very much a “black box”. If the structure of the hidden layer is too simple it may not learn the problem. If the structure is too complex, it will learn the problem but will be very slow to train and execute. Some neural networks have no hidden layers. The input layer may be directly connected to the output layer. Further, some neural networks have only a single layer. A single layer neural network has the single layer self-connected. ·       connections, called synapses, contain individual weight matrixes. These values are changed as the neural network learns. Constructing a Neural Network ·       the XOR operator is a frequent “first example” -the “Hello World” application for neural networks. ·       The XOR Operator- only returns true when both inputs differ. 0 XOR 0 = 0 1 XOR 0 = 1 0 XOR 1 = 1 1 XOR 1 = 0 ·       Structuring a Neural Network for XOR  - two inputs to the XOR operator and one output. ·       input: 0.0,0.0 1.0,0.0 0.0,1.0 1.0,1.0 ·       Expected output: 0.0 1.0 1.0 0.0 ·       A Perceptron - a simple feedforward neural network to learn the XOR operator. ·       Because the XOR operator has two inputs and one output, the neural network will follow suit. Additionally, the neural network will have a single hidden layer, with two neurons to help process the data. The choice for 2 neurons in the hidden layer is arbitrary, and often comes down to trial and error. ·       Neuron Diagram for the XOR Network ·       ·       The Encog workbench displays neural networks on a layer-by-layer basis. ·       Encog Layer Diagram for the XOR Network:   ·       Create a BasicNetwork - Three layers are added to this network. the FinalizeStructure method must be called to inform the network that no more layers are to be added. The call to Reset randomizes the weights in the connections between these layers. var network = new BasicNetwork(); network.AddLayer(new BasicLayer(2)); network.AddLayer(new BasicLayer(2)); network.AddLayer(new BasicLayer(1)); network.Structure.FinalizeStructure(); network.Reset(); ·       Neural networks frequently start with a random weight matrix. This provides a starting point for the training methods. These random values will be tested and refined into an acceptable solution. However, sometimes the initial random values are too far off. Sometimes it may be necessary to reset the weights again, if training is ineffective. These weights make up the long-term memory of the neural network. Additionally, some layers have threshold values that also contribute to the long-term memory of the neural network. Some neural networks also contain context layers, which give the neural network a short-term memory as well. The neural network learns by modifying these weight and threshold values. ·       Now that the neural network has been created, it must be trained. Training a Neural Network ·       construct a INeuralDataSet object - contains the input array and the expected output array (of corresponding range). Even though there is only one output value, we must still use a two-dimensional array to represent the output. public static double[][] XOR_INPUT ={ new double[2] { 0.0, 0.0 }, new double[2] { 1.0, 0.0 }, new double[2] { 0.0, 1.0 }, new double[2] { 1.0, 1.0 } };   public static double[][] XOR_IDEAL = { new double[1] { 0.0 }, new double[1] { 1.0 }, new double[1] { 1.0 }, new double[1] { 0.0 } };   INeuralDataSet trainingSet = new BasicNeuralDataSet(XOR_INPUT, XOR_IDEAL); ·       Training is the process where the neural network's weights are adjusted to better produce the expected output. Training will continue for many iterations, until the error rate of the network is below an acceptable level. Encog supports many different types of training. Resilient Propagation (RPROP) - general-purpose training algorithm. All training classes implement the ITrain interface. The RPROP algorithm is implemented by the ResilientPropagation class. Training the neural network involves calling the Iteration method on the ITrain class until the error is below a specific value. The code loops through as many iterations, or epochs, as it takes to get the error rate for the neural network to be below 1%. Once the neural network has been trained, it is ready for use. ITrain train = new ResilientPropagation(network, trainingSet);   for (int epoch=0; epoch < 10000; epoch++) { train.Iteration(); Debug.Print("Epoch #" + epoch + " Error:" + train.Error); if (train.Error > 0.01) break; } Executing a Neural Network ·       Call the Compute method on the BasicNetwork class. Console.WriteLine("Neural Network Results:"); foreach (INeuralDataPair pair in trainingSet) { INeuralData output = network.Compute(pair.Input); Console.WriteLine(pair.Input[0] + "," + pair.Input[1] + ", actual=" + output[0] + ",ideal=" + pair.Ideal[0]); } ·       The Compute method accepts an INeuralData class and also returns a INeuralData object. Neural Network Results: 0.0,0.0, actual=0.002782538818034049,ideal=0.0 1.0,0.0, actual=0.9903741937121177,ideal=1.0 0.0,1.0, actual=0.9836807956566187,ideal=1.0 1.0,1.0, actual=0.0011646072586172778,ideal=0.0 ·       the network has not been trained to give the exact results. This is normal. Because the network was trained to 1% error, each of the results will also be within generally 1% of the expected value.

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  • How to make a player stay within bounds of world with 2D Camera

    - by Craig
    Im creating a simple top down survival game. At the moment, i have the sprite which is a ship and moves by rotating left or right then going forward in that direction. I have implemented a 2D camera, its always centered on the player. However, when i move towards the bounds of the world that the sprite is in it just keeps on going :( How to i sort it that it stops at the edge of the world and cant go beyond it? Cheers :) Below is the main game class using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace GamesCoursework_1 { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // player variables Texture2D Ship; Vector2 Ship_Position; float Ship_Rotation = 0.0f; Vector2 Ship_Origin; Vector2 Ship_Velocity; const float tangentialVelocity = 4f; float friction = 0.05f; static Point CameraViewport = new Point(800, 800); Camera2d cam = new Camera2d((int)CameraViewport.X, (int)CameraViewport.Y); //Size of world static Point worldSize = new Point(1600, 1600); // Screen variables static Point worldCenter = new Point(worldSize.X / 2, worldSize.Y / 2); Rectangle playerBounds = new Rectangle(CameraViewport.X / 2, CameraViewport.Y / 2, worldSize.X - CameraViewport.X, worldSize.Y - CameraViewport.Y); Rectangle worldBounds = new Rectangle(0, 0, worldSize.X, worldSize.Y); Texture2D background; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = CameraViewport.X; graphics.PreferredBackBufferHeight = CameraViewport.Y; Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here Ship = Content.Load<Texture2D>("Ship"); Ship_Origin.X = Ship.Width / 2; Ship_Origin.Y = Ship.Height / 2; background = Content.Load<Texture2D>("aus"); Ship_Position = new Vector2(worldCenter.X, worldCenter.Y); cam.Pos = Ship_Position; cam.Zoom = 1f; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here Ship_Position = Ship_Velocity + Ship_Position; keyPressed(); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null,null, cam.get_transformation(GraphicsDevice)); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.Draw(Ship, Ship_Position, Ship.Bounds, Color.White, Ship_Rotation, Ship_Origin, 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } private void Ship_Move(Vector2 move) { Ship_Position += move; } private void keyPressed() { KeyboardState keyState; // Move right keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Right)) { Ship_Rotation = Ship_Rotation + 0.1f; } if (keyState.IsKeyDown(Keys.Left)) { Ship_Rotation = Ship_Rotation - 0.1f; } if (keyState.IsKeyDown(Keys.Up)) { Ship_Velocity.X = (float)Math.Cos(Ship_Rotation) * tangentialVelocity; Ship_Velocity.Y = (float)Math.Sin(Ship_Rotation) * tangentialVelocity; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; //tried world bounds here if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } else if(Ship_Velocity != Vector2.Zero) { float i = Ship_Velocity.X; float j = Ship_Velocity.Y; Ship_Velocity.X = i -= friction * i; Ship_Velocity.Y = j -= friction * j; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; } if (keyState.IsKeyDown(Keys.Q)) { if (cam.Zoom < 2f) cam.Zoom += 0.05f; } if (keyState.IsKeyDown(Keys.A)) { if (cam.Zoom > 0.3f) cam.Zoom -= 0.05f; } } } } my 2d camera class using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace GamesCoursework_1 { public class Camera2d { protected float _zoom; // Camera Zoom public Matrix _transform; // Matrix Transform public Vector2 _pos; // Camera Position protected float _rotation; // Camera Rotation public int _viewportWidth, _viewportHeight; // viewport size public Camera2d(int ViewportWidth, int ViewportHeight) { _zoom = 1.0f; _rotation = 0.0f; _pos = Vector2.Zero; _viewportWidth = ViewportWidth; _viewportHeight = ViewportHeight; } // Sets and gets zoom public float Zoom { get { return _zoom; } set { _zoom = value; if (_zoom < 0.1f) _zoom = 0.1f; } // Negative zoom will flip image } public float Rotation { get { return _rotation; } set { _rotation = value; } } // Auxiliary function to move the camera public void Move(Vector2 amount) { _pos += amount; } // Get set position public Vector2 Pos { get { return _pos; } set { _pos = value; } } public Matrix get_transformation(GraphicsDevice graphicsDevice) { _transform = // Thanks to o KB o for this solution Matrix.CreateTranslation(new Vector3(-_pos.X, -_pos.Y, 0)) * Matrix.CreateRotationZ(Rotation) * Matrix.CreateScale(new Vector3(Zoom, Zoom, 1)) * Matrix.CreateTranslation(new Vector3(_viewportWidth * 0.5f, _viewportHeight * 0.5f, 0)); return _transform; } } }

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