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  • Using Selenium-IDE with a rich Javascript application?

    - by Darien
    Problem At my workplace, we're trying to find the best way to create automated-tests for an almost wholly javascript-driven intranet application. Right now we're stuck trying to find a good tradeoff between: Application code in reusable and nest-able GUI components. Tests which are easily created by the testing team Tests which can be recorded once and then automated Tests which do not break after small cosmetic changes to the site XPath expressions (or other possible expressions, like jQuery selectors) naively generated from Selenium-IDE are often non-repeatable and very fragile. Conversely, having the JS code generate special unique ID values for every important DOM-element on the page... well, that is its own headache, complicated by re-usable GUI components and IDs needing to be consistent when the test is re-run. What successes have other people had with this kind of thing? How do you do automated application-level testing of a rich JS interface? Limitations We are using JavascriptMVC 2.0, hopefully 3.0 soon so that we can upgrade to jQuery 1.4.x. The test-making folks are mostly trained to use Selenium IDE to directly record things. The test leads would prefer a page-unique HTML ID on each clickable element on the page... Training the testers to write or alter special expressions (such as telling them which HTML class-names are important branching points) is a no-go. We try to make re-usable javascript components, but this means very few GUI components can treat themselves (or what they contain) as unique. Some of our components already use HTML ID values in their operation. I'd like to avoid doing this anyway, but it complicates the idea of ID-based testing. It may be possible to add custom facilities (like a locator-builder or new locator method) to the Selenium-IDE installation testers use. Almost everything that goes on occurs within a single "page load" from a conventional browser perspective, even when items are saved Current thoughts I'm considering a system where a custom locator-builder (javascript code) for Selenium-IDE will talk with our application code as the tester is recording. In this way, our application becomes partially responsible for generating a mostly-flexible expression (XPath or jQuery) for any given DOM element. While this can avoid requiring more training for testers, I worry it may be over-thinking things.

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  • Save all file names in a directory to a vector

    - by Bobby
    I need to save all ".xml" file names in a directory to a vector. To make a long story short, I cannot use the dirent API. It seems as if C++ does not have any concept of "directories". Once I have the filenames in a vector, I can iterate through and "fopen" these files. Is there an easy way to get these filenames at runtime?

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  • Converting a ts object to a plain old vector in R

    - by taskforce145
    I need to use a function on a vector that does not take a ts object. I'm trying to convert it to a plain old vector but I just can't seem to figure it out. I googled around but mostly people are trying to convert data types into ts object. I want to go the other way. Any help would be appreciated.

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  • Sort std::vector by an element inside?

    - by user146780
    I currently have a std::vector which holds std::vector of double. I'd want to sort it by the second element of the double vectore. ex: instead of sorting by MyVec[0] or myvec[1] I wat it to sort myVec[0] and myvec[1] based on myvec[0][1] myvec[1][1]. Basically sort by a contained value, not the objects in it. so if myvec[0][1] is less than myvec[1][1] then myvec[0] and myvec[1] will swap. Thanks

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  • C++ int vector to c#

    - by Stefan Koenen
    I'm doing a C# project and I want to call next_permutation from the algorithm library in C++. I found the way to call c++ functions in c# but i dont know how to get vectors from c++ and use it in c# (cause next_permutation require a int vector...) this is what I'm trying at the moment: extern void NextPermutation(vector<int>& permutation) { next_permutation (permutation.begin(),permutation.end()); } [DllImport("PEDLL.dll", CallingConvention = CallingConvention.Cdecl)] private static extern void NextPermutation(IntPtr test);

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  • Creating a series of vectors from a vector

    - by bluetongue
    I have a simple two vector dataframe (length=30) that looks something like this: > mDF Param1 w.IL.L 1 AuZgFw 0.5 2 AuZfFw 2 3 AuZgVw 74.3 4 AuZfVw 20.52 5 AuTgIL 80.9 6 AuTfIL 193.3 7 AuCgFL 0.2 8 ... I'd like to use each of the rows to form 30 single value numeric vectors with the name of the vector taken from mDF$Param1, so that: > AuZgFw [1] 0.5 etc I've tried melting and casting, but I suspect there may be an easier way?? Thanks in advance BT

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  • Insert SVG directly into Microsoft Publisher without converting file format

    - by nhinkle
    How can I insert an SVG image into a Microsoft Publisher 2010 document as a vector image without having to first convert it to a bitmap format like PNG? Copying and pasting an SVG file into a Publisher document does not work. I am aware that one can convert an SVG to EPS, and insert that, since Publisher accepts EPS files. The problem is that it is time consuming to convert, and often the colors come out wrong. If this is the only way to get vector graphics into Publisher, then is there a one-step method to convert an SVG to EPS and paste it into Publisher at one fell swoop?

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  • vector quality of svg and pdf

    - by Kasper
    I'm converting pdf files to svg as it is easier to use svg files on webpages. I first thought the quality of svg must be similar to pdf, as they are both vector graphics. However, now I look a little better on it, it seems that pdf is a bit superior: (https://dl.dropboxusercontent.com/u/58922976/Photos/1.png) I wonder if I could change this in some way. Is this because pdf vectors are just better quality ? Or is this because chrome renders svg in lower quality than adobe reader renders pdf ? Is this a setting in the svg file that I could change ? Here is the pdf file: https://dl.dropboxusercontent.com/u/58922976/syllabusLinAlg2012.59.pdf And here is the svg file: (https://dl.dropboxusercontent.com/u/58922976/syllabusLinAlg2012.59.svg) I've made this svg file in illustrator, and only chrome is able to use the embedded svg fonts. So firefox and internet explorer won't give the expected result.

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  • PHP Zend Hash Vulnerability Exploitation Vector [closed]

    - by Resurrected Laplacian
    Possible Duplicate: CVE-2007-5416 PHP Zend Hash Vulnerability Exploitation Vector (Drupal) According to exploit-db, http://www.exploit-db.com/exploits/4510/, it says the following: Example: http://www.example.com/drupal/?_menu[callbacks][1][callback]=drupal_eval&_menu[items][][type]=-1&-312030023=1&q=1/ What are "[callbacks]","[1]" and all these stuffs? What should I put in to these stuffs? Can anyone present a real possible example? I wasn't asking for a real website; I was asking for a possible example! So, how would address be like - what should I put in to these stuffs, as the question says..

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  • Get pixel's color in C++, Linux

    - by Stefan
    Hello, I'm looking for a possibility to get the color of a pixel with given screen coordinates (x,y) in c++ / Linux? Maybe something similarly like getPixel() in Windows. I spent the whole day to find sth but without any success. Thanks, Stefan

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  • place and show pixel in the Cartesian plane graph in JavaFX

    - by user3671803
    I have this method to draw the Cartesian plane in JavaFX, using canvas and would like to know if it is possible to place or show the pixel: public class Grafics extends StackPane { private Canvas canvas; public void Grafics(){ GridPane grid = new GridPane(); grid.setPadding(new Insets(5)); grid.setHgap(10); grid.setVgap(10); canvas = new Canvas(); canvas.setHeight(500); canvas.setWidth(700); GridPane.setHalignment(canvas, HPos.CENTER); grid.add(canvas, 0, 2); GraphicsContext gc = canvas.getGraphicsContext2D(); gc.setFill(Color.BLACK); gc.fillRect(0, 0, canvas.getWidth(), canvas.getHeight()); gc.setFill(Color.WHITE); gc.fillRect(1, 1, canvas.getWidth() - 2, canvas.getHeight() - 2); drawAxesXY(gc); //call the method drawAxes getChildren().addAll(grid);// add an gridpane in stackpane } private void drawAxesXY(GraphicsContext gc1) { PixelWriter pixelWriter = canvas.getGraphicsContext2D().getPixelWriter(); gc1.setFill(Color.WHITE); gc1.setStroke(Color.BLACK); gc1.setLineWidth(1.5); gc1.strokeText("Y", 350, 30); gc1.scale(1, 1); gc1.translate((canvas.getHeight() / 50) - (canvas.getWidth() / 10), canvas.getHeight() / 50); gc1.strokeLine(canvas.getWidth() - 300, canvas.getWidth() - 300, canvas.getHeight() - 100, canvas.getHeight() / 30); pixelWriter.setColor(300, 300, Color.RED); gc1.strokeText("X", 620, 220); gc1.translate(canvas.getWidth() - (canvas.getHeight() / 10), -220); gc1.rotate(90.0); gc1.setFill(Color.WHITE); gc1.setStroke(Color.RED); gc1.setLineWidth(1.5); gc1.strokeLine(canvas.getWidth() - 250, canvas.getWidth() - 250, canvas.getHeight() - 50, canvas.getHeight() / 30); pixelWriter.setColor(620, 220, Color.RED); } } I put a line black and the other red http://postimg.org/image/tewjhco4z/ and I wanna know if is possible to place or show the pixel in Figure like this http://postimg.org/image/98k9mvnb3/

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  • slicing up a very big jpg map image , 49000* 34300 pixel

    - by sirvan
    hi i want to write a mapviewer, i must to work small tile of big map image file and there is need to tiling the big image, the problem now is to tiling big image to small tiles (250 * 250 pixel or like this size) so on, i used ImageMagic program to do it but there was problem now is any other programing method or application that do tiling? can i do it with JAI in java? how?

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  • How to find vector for the quaternion from X Y Z rotations

    - by can poyrazoglu
    I am creating a very simple project on OpenGL and I'm stuck with rotations. I am trying to rotate an object indepentdently in all 3 axes: X, Y, and Z. I've had sleepless nights due to the "gimbal lock" problem after rotating about one axis. I've then learned that quaternions would solve my problem. I've researched about quaternions and implementd it, but I havent't been able to convert my rotations to quaternions. For example, if I want to rotate around Z axis 90 degrees, I just create the {0,0,1} vector for my quaternion and rotate it around that axis 90 degrees using the code here: http://iphonedevelopment.blogspot.com/2009/06/opengl-es-from-ground-up-part-7_04.html (the most complicated matrix towards the bottom) That's ok for one vector, but, say, I first want to rotate 90 degrees around Z, then 90 degrees around X (just as an example). What vector do I need to pass in? How do I calculate that vector. I am not good with matrices and trigonometry (I know the basics and the general rules, but I'm just not a whiz) but I need to get this done. There are LOTS of tutorials about quaternions, but I seem to understand none (or they don't answer my question). I just need to learn to construct the vector for rotations around more than one axis combined. UPDATE: I've found this nice page about quaternions and decided to implement them this way: http://www.cprogramming.com/tutorial/3d/quaternions.html Here is my code for quaternion multiplication: void cube::quatmul(float* q1, float* q2, float* resultRef){ float w = q1[0]*q2[0] - q1[1]*q2[1] - q1[2]*q2[2] - q1[3]*q2[3]; float x = q1[0]*q2[1] + q1[1]*q2[0] + q1[2]*q2[3] - q1[3]*q2[2]; float y = q1[0]*q2[2] - q1[1]*q2[3] + q1[2]*q2[0] + q1[3]*q2[1]; float z = q1[0]*q2[3] + q1[1]*q2[2] - q1[2]*q2[1] + q1[3]*q2[0]; resultRef[0] = w; resultRef[1] = x; resultRef[2] = y; resultRef[3] = z; } Here is my code for applying a quaternion to my modelview matrix (I have a tmodelview variable that is my target modelview matrix): void cube::applyquat(){ float& x = quaternion[1]; float& y = quaternion[2]; float& z = quaternion[3]; float& w = quaternion[0]; float magnitude = sqrtf(w * w + x * x + y * y + z * z); if(magnitude == 0){ x = 1; w = y = z = 0; }else if(magnitude != 1){ x /= magnitude; y /= magnitude; z /= magnitude; w /= magnitude; } tmodelview[0] = 1 - (2 * y * y) - (2 * z * z); tmodelview[1] = 2 * x * y + 2 * w * z; tmodelview[2] = 2 * x * z - 2 * w * y; tmodelview[3] = 0; tmodelview[4] = 2 * x * y - 2 * w * z; tmodelview[5] = 1 - (2 * x * x) - (2 * z * z); tmodelview[6] = 2 * y * z - 2 * w * x; tmodelview[7] = 0; tmodelview[8] = 2 * x * z + 2 * w * y; tmodelview[9] = 2 * y * z + 2 * w * x; tmodelview[10] = 1 - (2 * x * x) - (2 * y * y); tmodelview[11] = 0; glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadMatrixf(tmodelview); glMultMatrixf(modelview); glGetFloatv(GL_MODELVIEW_MATRIX, tmodelview); glPopMatrix(); } And my code for rotation (that I call externally), where quaternion is a class variable of the cube: void cube::rotatex(int angle){ float quat[4]; float ang = angle * PI / 180.0; quat[0] = cosf(ang / 2); quat[1] = sinf(ang/2); quat[2] = 0; quat[3] = 0; quatmul(quat, quaternion, quaternion); applyquat(); } void cube::rotatey(int angle){ float quat[4]; float ang = angle * PI / 180.0; quat[0] = cosf(ang / 2); quat[1] = 0; quat[2] = sinf(ang/2); quat[3] = 0; quatmul(quat, quaternion, quaternion); applyquat(); } void cube::rotatez(int angle){ float quat[4]; float ang = angle * PI / 180.0; quat[0] = cosf(ang / 2); quat[1] = 0; quat[2] = 0; quat[3] = sinf(ang/2); quatmul(quat, quaternion, quaternion); applyquat(); } I call, say rotatex, for 10-11 times for rotating only 1 degree, but my cube gets rotated almost 90 degrees after 10-11 times of 1 degree, which doesn't make sense. Also, after calling rotation functions in different axes, My cube gets skewed, gets 2 dimensional, and disappears (a column in modelview matrix becomes all zeros) irreversibly, which obviously shouldn't be happening with a correct implementation of the quaternions.

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  • Encode complex number as RGB pixel

    - by Vi
    How is it better to encode a complex number into RGB pixel and vice versa? Probably (logarithm of) an absolute value goes to brightness and an argument goes to hue. Desaturated pixes should receive randomized argument in reverse transformation. Something like: 0 - (0,0,0) 1 - (255,0,0) -1 - (0,255,255) 0.5 - (128,0,0) i - (255,255,0) -i - (255,0,255) (0,0,0) - 0 (255,255,255) - e^(i * random) (128,128,128) - 0.5 * e^(i *random) (0,128,128) - -0.5 Are there ready-made formulas for that?

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  • slicing up a very big jpg map image , 140000*125000 pixel

    - by sirvan
    hi i want to write a mapviewer, i must to work small tile of big map image file and there is need to tiling the big image, the problem now is to tiling big image to small tiles (250 * 250 pixel or like this size) so on, i used ImageMagic program to do it but there was problem now is any other programing method or application that do tiling? can i do it with JAI in java? how?

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  • Problem implementing Blinn–Phong shading model

    - by Joe Hopfgartner
    I did this very simple, perfectly working, implementation of Phong Relflection Model (There is no ambience implemented yet, but that doesn't bother me for now). The functions should be self explaining. /** * Implements the classic Phong illumination Model using a reflected light * vector. */ public class PhongIllumination implements IlluminationModel { @RGBParam(r = 0, g = 0, b = 0) public Vec3 ambient; @RGBParam(r = 1, g = 1, b = 1) public Vec3 diffuse; @RGBParam(r = 1, g = 1, b = 1) public Vec3 specular; @FloatParam(value = 20, min = 1, max = 200.0f) public float shininess; /* * Calculate the intensity of light reflected to the viewer . * * @param P = The surface position expressed in world coordinates. * * @param V = Normalized viewing vector from surface to eye in world * coordinates. * * @param N = Normalized normal vector at surface point in world * coordinates. * * @param surfaceColor = surfaceColor Color of the surface at the current * position. * * @param lights = The active light sources in the scene. * * @return Reflected light intensity I. */ public Vec3 shade(Vec3 P, Vec3 V, Vec3 N, Vec3 surfaceColor, Light lights[]) { Vec3 surfaceColordiffused = Vec3.mul(surfaceColor, diffuse); Vec3 totalintensity = new Vec3(0, 0, 0); for (int i = 0; i < lights.length; i++) { Vec3 L = lights[i].calcDirection(P); N = N.normalize(); V = V.normalize(); Vec3 R = Vec3.reflect(L, N); // reflection vector float diffuseLight = Vec3.dot(N, L); float specularLight = Vec3.dot(V, R); if (diffuseLight > 0) { totalintensity = Vec3.add(Vec3.mul(Vec3.mul( surfaceColordiffused, lights[i].calcIntensity(P)), diffuseLight), totalintensity); if (specularLight > 0) { Vec3 Il = lights[i].calcIntensity(P); Vec3 Ilincident = Vec3.mul(Il, Math.max(0.0f, Vec3 .dot(N, L))); Vec3 intensity = Vec3.mul(Vec3.mul(specular, Ilincident), (float) Math.pow(specularLight, shininess)); totalintensity = Vec3.add(totalintensity, intensity); } } } return totalintensity; } } Now i need to adapt it to become a Blinn-Phong illumination model I used the formulas from hearn and baker, followed pseudocodes and tried to implement it multiple times according to wikipedia articles in several languages but it never worked. I just get no specular reflections or they are so weak and/or are at the wrong place and/or have the wrong color. From the numerous wrong implementations I post some little code that already seems to be wrong. So I calculate my Half Way vector and my new specular light like so: Vec3 H = Vec3.mul(Vec3.add(L.normalize(), V), Vec3.add(L.normalize(), V).length()); float specularLight = Vec3.dot(H, N); With theese little changes it should already work (maby not with correct intensity but basically it should be correct). But the result is wrong. Here are two images. Left how it should render correctly and right how it renders. If i lower the shininess factor you can see a little specular light at the top right: Altough I understand the concept of Phong illumination and also the simplified more performant adaptaion of blinn phong I am trying around for days and just cant get it to work. Any help is appriciated. Edit: I was made aware of an error by this answer, that i am mutiplying by |L+V| instead of dividing by it when calculating H. I changed to deviding doing so: Vec3 H = Vec3.mul(Vec3.add(L.normalize(), V), 1/Vec3.add(L.normalize(), V).length()); Unfortunately this doesnt change much. The results look like this: and if I rise the specular constant and lower the shininess You can see the effects more clearly in a smilar wrong way: However this division just the normalisation. I think I am missing one step. Because the formulas like this just dont make sense to me. If you look at this picture: http://en.wikipedia.org/wiki/File:Blinn-Phong_vectors.svg The projection of H to N is far less than V to R. And if you imagine changing the vector V in the picture the angle is the same when the viewing vector is "on the left side". and becomes more and more different when going to the right. I pesonally would multiply the whole projection by two to become something similiar (and the hole point is to avoid the calculation of R). Altough I didnt read anythinga bout that anywehre i am gonna try this out... Result: The intension of the specular light is far too much (white areas) and the position is still wrong. I think I am messing something else up because teh reflection are just at the wrong place. But what? Edit: Now I read on wikipedia in the notes that the angle of N/H is in fact approximalty half or V/R. To compensate that i should multiply my shineness exponent by 4 rather than my projection. If i do that I end up with this: Far to intense but still one thing. The projection is at the wrong place. Where could i mess up my vectors?

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  • smallest filesize for transparent single pixel image

    - by zaf
    I'm looking for the smallest (in terms of filesize) transparent 1 pixel image. Currently I have a gif of 49 bytes which seems to be the most popular. But I remember many years ago having one which was less than 40 bytes. Could have been 32 bytes. Can anyone do better? Graphics format is no concern as long as modern web browsers can display it and respect the transparency.

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  • finding "distance" between two pixel's colors.

    - by igor
    Once more something relatively simple, but confused as to what they want. the method to find distance on cartesian coordinate system is distance=sqrt[(x2-x1)^2 + (y2-y1)^2] but how do i apply it here? //Requires: testColor to be a valid Color //Effects: returns the "distance" between the current Pixel's color and // the passed color // uses the standard method to calculate "distance" // uses the same formula as finding distance on a // Cartesian coordinate system double colorDistance(Color testColor) const;

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  • Optimal pixel format for drawing on iPhone?

    - by Felixyz
    Pretty simple question: when doing some pretty intense drawing with CoreGraphics on the iPhone, how can I specify the pixel format to get optimal performance? Is the format that I get from the context via UIGraphicsGetCurrentContext per definition the best one? I know that RGB565 is supposed to be the fastest to use in OpenGL. Does that go for CoreGraphics as well? General advice?

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  • Draw Pixel using OpenGLEs for Android

    - by Shubh
    How can I draw a pixel(2D view)for Android using OpenGlEs. In Simple when we use draw(Canvas canvas){...} to draw, so using it we draw canvas.drawPoint(i, j, paint); ..but in OpenGlEs still I haven't got any function like it. Please reply Thank in Advance

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  • Getting RGB values for each pixel from a 24bpp Bitmap in C

    - by seven
    Hello, i want to read the RGB values for each pixel from a .bmp file , so i can convert the bmp into a format suitable for gba . so i need to get just the RGB for each pixel and then write this information to a file. i am trying to use the windows.h structures : typedef struct { char signature[2]; unsigned int fileSize; unsigned int reserved; unsigned int offset; }BmpHeader; typedef struct { unsigned int headerSize; unsigned int width; unsigned int height; unsigned short planeCount; unsigned short bitDepth; unsigned int compression; unsigned int compressedImageSize; unsigned int horizontalResolution; unsigned int verticalResolution; unsigned int numColors; unsigned int importantColors; }BmpImageInfo; typedef struct { unsigned char blue; unsigned char green; unsigned char red; unsigned char reserved; }Rgb; typedef struct { BmpHeader header; BmpImageInfo info; Rgb colors[256]; unsigned short image[1]; }BmpFile; but i only need RGB struct. So lets say i read "in.bmp": FILE *inFile, *outFile; inFile = fopen("C://in.bmp", "rb"); Rgb Palette[256]; for(i=0;i<256;i++) { fread(&Palette[i],sizeof(Rgb),1,inFile); } fclose(inFile); is this correct ? how do i write only the RGB information to a file ? can anyone please give me some information please . Thank you.

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