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  • Run-Time Check Failure #2 - Stack around the variable 'indices' was corrupted.

    - by numerical25
    well I think I know what the problem is. I am just having a hard time debugging it. I am working with the directx api and I am trying to generate a plane along the x and z axis according to a book I have. The problem is when I am creating my indices. I think I am setting values out of the bounds of the indices array. I am just having a hard time figuring out what I did wrong. I am unfamiliar with the this method of generating a plane. so its a little difficult for me. below is my code. Take emphasis on the indices loop. #include "MyGame.h" //#include "CubeVector.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; //grid information #define NUM_COLS 16 #define NUM_ROWS 16 #define CELL_WIDTH 32 #define CELL_HEIGHT 32 #define NUM_VERTSX (NUM_COLS + 1) #define NUM_VERTSY (NUM_ROWS + 1) bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(0.0f, 10.0f, -20.0f), new D3DXVECTOR3(0.0f, 0.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngle = 0.0f; // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&WorldMatrix, rotationAngle); rotationAngle += (float)D3DX_PI * 0.0f; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); mpD3DDevice->IASetIndexBuffer(modelObject.pIndicesBuffer, DXGI_FORMAT_R32_UINT, 0); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->DrawIndexed(modelObject.numIndices,0,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { DX3dApp::Render(); } bool MyGame::CreateObject() { VertexPos vertices[NUM_VERTSX * NUM_VERTSY]; for(int z=0; z < NUM_VERTSY; ++z) { for(int x = 0; x < NUM_VERTSX; ++x) { vertices[x + z * NUM_VERTSX].pos.x = (float)x * CELL_WIDTH; vertices[x + z * NUM_VERTSX].pos.z = (float)z * CELL_HEIGHT; vertices[x + z * NUM_VERTSX].pos.y = 0.0f; vertices[x + z * NUM_VERTSX].color = D3DXVECTOR4(1.0, 0.0f, 0.0f, 0.0f); } } DWORD indices[NUM_VERTSX * NUM_VERTSY]; int curIndex = 0; for(int z=0; z < NUM_ROWS; ++z) { for(int x = 0; x < NUM_COLS; ++x) { int curVertex = x + (z * NUM_VERTSX); indices[curIndex] = curVertex; indices[curIndex + 1] = curVertex + NUM_VERTSX; indices[curIndex + 2] = curVertex + 1; indices[curIndex + 3] = curVertex + 1; indices[curIndex + 4] = curVertex + NUM_VERTSX; indices[curIndex + 5] = curVertex + NUM_VERTSX + 1; curIndex += 6; } } //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; modelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * modelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pIndicesBuffer); if(FAILED(hr)) return false; ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; }

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  • HOw to restart ssh on ubuntu

    - by Mirage
    I want to restart ssh or sshd but i get this qqqq@Matrix-Server:/$ sudo /etc/init.d/ssh stop sudo: /etc/init.d/ssh: command not found qqqq@Matrix-Server:/$ DO i need to install ssh or sshd or it comes with ubuntu

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  • The Social Enterprise: Gangnam Style

    - by Mike Stiles
    Are only small and medium businesses able to put social strategies in place, generate consistent, compelling content for customers, and be nimble enough to listen and respond to the social communities they build? Or are enterprise organizations eagerly and effectively adopting social as well? It depends on whom inside the organization you ask. A study from Attensity looked at who “gets” social inside enterprise organizations. The results were unsurprising. Mostly, Generation X and Y employees who came of age with social as part of their lives and as a key communications vehicle understand it. Imagine being a 25-year-old at a company that bans employees from accessing Facebook at work. You may as well tell them they can’t use phones and must do all calculations on an abacus. To them, such policy is absent of real-world logic and signals to them the organization is destined to be the victim of an up-and-comer. After that, it’s senior management that gets social. You don’t get to be in senior management without reading a few things and paying attention. Most senior managers are well aware of the impact social has had and will have, though they may be unsure of what to do about it. The better ones will utilize those on the inside who do inherently know how to communicate and build virtual relationships using social. The very best will get the past out of the way for these social innovators, so the new communications can be enacted minus counterproductive dictums, double-clutching, meeting-creep, and all the other fading internal practices that water down content and impede change. Organizationally, the Attensity study found 81% of enterprise companies believe failing to embrace social will result in their being left behind. Yet our old friend fear still has many captive in its clutches. 79% feel overwhelmed by the volume of social data available, something a social technology partner with goal-oriented analytics expertise could go a long way toward alleviating. Then there’s the fear of social having a negative impact. This comes from a lack of belief in the product, the customer service, or both. The public uses social not to go out and slay brands. They’re using it to be honest. If the fear is that honesty will reflect badly on the brand, the brand has much bigger, broader problems than what happens on Facebook. Sadly, most enterprise organizations still see social as a megaphone, a one-way channel with which to hit people with ads. They either don’t understand social relationships, or don’t want any. The truly unenlightened manager will always say, “We help them by selling them our stuff.” “Brand affinity” is a term, it’s just not one assigned much value in enterprise organizations. Which brings us to Psy, the Korean performer whose Internet video phenom “Gangnam Style,” as of this writing, has been viewed 438,550,238 times on YouTube. It’s bigger than anything a brand will probably ever publish. Most brands would never have seen the point of making or publishing it. But a funny thing happened on the way to Internet success. The video literally doubled the stock price of Psy’s father’s software firm. NH Investment and Securities said, "The positive sentiment has attracted investors just because of the fact the company is owned by Psy's father and uncle.” The company wasn’t mentioned or seen in the video in any way, yet reaped tangible rewards just for being tangentially associated with it. Imagine your brand being visibly and directly responsible for such a smash and tell me it’s worthless. When enterprise organizations embrace the value of igniting passions, making people happier, solving their problems, informing them, helping them have fun, etc., then they will have fully embraced social, and will reap the brand affinity rewards of heightened awareness, brand loyalty and yes, sales.

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  • Warping Images using cvWarpPerspective Results in Some Parts of the images out of the viewable area

    - by Birkan Cilingir
    Hi, I am trying to stich two images together. In order to do so I extracted sift features and find matches on the two images using this C implementation. http://web.engr.oregonstate.edu/~hess/index.html After that I found the homography matrix using the matched points. http://www.ics.forth.gr/~lourakis/homest/ But if I use this Homography Matrix in "cvWarpPerspective" function, some of the parts of the image goes out of the viewable area (negative corrdinates). To solve this I tried to calculate the bounding box first by piping the four corners of the image through Homography matrix. And move the initial image then warp it. But this caused the warping result to change. Is there any way for warping an image and keeping it in the viewable area? I would appreciate any help. Thanks in advance...

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  • Resizing and rotating an image in Android

    - by kingrichard2005
    I'm trying to rotate and resize an image in Android. The code I have is as follows, (taken from this tutorial): Bitmap originalSprite = BitmapFactory.decodeResource(getResources(), R.drawable.android); int orgHeight = a.getHeight(); int orgWidth = a.getWidth(); //Create manipulation matrix Matrix m = new Matrix(); // resize the bit map m.postScale(.25f, .25f); // rotate the Bitmap by the given angle m.postRotate(180); //Rotated bitmap Bitmap rotatedBitmap = Bitmap.createBitmap(originalSprite, 0, 0, orgWidth, orgHeight, m, true); return rotatedBitmap; The image seems to rotate just fine, but it doesn't scale like I expect it to. I've tried different values, but the image only gets more pixelized as I reduce the scale values, but remains that same size visually; whereas the goal I'm trying to achieve is to actually shrink it visually. I'm not sure what to do at this point, any help is appreciated.

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  • Mpi function define

    - by Simone
    I wrote a program in c using MPI (Message Passing Inteface) that compute recursively the inverse of a lower triangular matrix. Every cpu sends 2 submatrices to other two cpus, they compute them and they give them back to the cpu caller. When the cpu caller has its submatrices it has to perform a matrix multiplication. In the recurrence equation the bottle neck is matrix multiplication. I implemented parallel multiplication with mpi in c but i'm not able to embed it into a function. Is it possible? thanks, Simone

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  • using Excel VBA, given the daily price of 50 stocks, choose 10 stocks such that they have the minumu

    - by correl
    The high-level goal is to choose 10 stocks that have the lowest correlation among one another, out of a pool of 50, so that I can have a well-diversified portfolio. I have managed to write some VBA macro to download the past 3 years of daily price data from Yahoo finance, and then compute the 50x50 correlation matrix (using the Correl function), using the daily close as the data. What I have tried so far is just some local-maximum heuristic: - For the two stocks that have the highest correlation with each other, remove one of them. Between the two, remove the one that has the higher average correlation with all the other stocks. - When I remove a stock from the pool, I just delete the correponding row and column, to give a smaller matrix. - Repeat until I have just 10 stocks remaining (a 10x10 matrix). I was wondering if there is some algorithm that already solves such a problem and gives the optimum solution?

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  • Split a line from a para in java

    - by John
    Hi... I am having problem splitting a para into line.... i need to first read a file then split in into lines if i get a . or ! or ? I also need to remove any extra white space... This is wad i've written so far.... try { Scanner line = new Scanner(mFile); mLine = line.nextLine(); String Matrix[]=mLine.split("\\."); for (int i = 0; i < Matrix.length; ++i) { System.out.println(Matrix[i]); } Input: Hi. My name is John. Who are you ? Output: Hi My name is John Who are you

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  • Getting the excluded elements for each of the combn(n,k) combinations

    - by gd047
    Suppose we have generated a matrix A where each column contains one of the combinations of n elements in groups of k. So, its dimensions will be k,choose(n,k). Such a matrix is produced giving the command combn(n,k). What I would like to get is another matrix B with dimensions (n-k),choose(n,k), where each column B[,j] will contain the excluded n-k elements of A[,j]. Here is an example of the way I use tho get table B. Do you think it is a safe method to use? Is there another way? n <- 5 ; k <- 3 (A <- combn(n,k)) (B <- combn(n,n-k)[,choose(n,k):1]) That previous question of mine is part of this problem. Thank you.

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  • Howto project a planar polygon on a plane in 3d-space

    - by sum1stolemyname
    I want to project my Polygon along a vector to a plane in 3d Space. I would preferably use a single transformation matrix to do this, but I don't know how to build a matrix of this kind. Given the plane's parameters (ax+by+cz+d), the world coordinates of my Polygon. As stated in the the headline, all vertices of my polygon lie in another plane. the direction vector along which to project my Polygon (currently the polygon's plane's normal vector) goal -a 4x4 transformation matrix which performs the required projection, or some insight on how to construct one myself

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  • How to center an R plot

    - by ConnorG
    I'm working on visualizing a matrix in R (almost exactly like http://reference.wolfram.com/mathematica/ref/MatrixPlot.html), and I've been using image(<matrix>,axes=FALSE) to draw the picture. However, I noticed that with the y-axis turned off, the plot isn't centered--the space is still there for the axis ticks + label. I can finagle some centering with par(oma=c(0,0,0,2.5)) but this seems inefficient and error-prone (if my matrix were to change dimensions/become non-square). Is there a better way to force the graphic to center? The right hand margin is significantly smaller than the left.

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  • hierarchical clustering on correlations in Python scipy/numpy?

    - by user248237
    How can I run hierarchical clustering on a correlation matrix in scipy/numpy? I have a matrix of 100 rows by 9 columns, and I'd like to hierarchically clustering by correlations of each entry across the 9 conditions. I'd like to use 1-pearson correlation as the distances for clustering. Assuming I have a numpy array "X" that contains the 100 x 9 matrix, how can I do this? I tried using hcluster, based on this example: Y=pdist(X, 'seuclidean') Z=linkage(Y, 'single') dendrogram(Z, color_threshold=0) however, pdist is not what I want since that's euclidean distance. Any ideas? thanks.

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  • Hierarchical animations in DirectX and handling seperate animations on the same mesh?

    - by meds
    I have a hierarchical animated model in DirectX which loads and animates based on the following DirectX sample: http://msdn.microsoft.com/en-us/library/ee418677%28VS.85%29.aspx As good as the sample is it does not really go into some of the details of animation that I'd like. For example, if I have a mesh which has a running animation and a throwing animation as seperate animation sets how can I get the throwing animation to occur for bones above the hip and the walking animation to occur for bones underneath the hip? Also if I wanted to for example have the person lean left or right would I simply have to find the bone for the hip and multiplay a rotation matrix by its matrix? In this case I think the matrix is m_amxBoneOffsets?

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  • Understanding OpenGL Matrices

    - by Omega
    I'm starting to learn about 3D rendering and I've been making good progress. I've picked up a lot regarding matrices and the general operations that can be performed on them. One thing I'm still not quite following is OpenGL's use of matrices. I see this (and things like it) quite a lot: x y z n ------- 1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1 So my best understanding, is that it is a normalized (no magnitude) 4 dimensional, column-major matrix. Also that this matrix in particular is called the "identity matrix". Some questions: What is the "nth" dimension? How and when are these applied? My biggest confusion arises from how OpenGL makes use of this kind of data.

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  • How to center an R plot after removing axis labels

    - by ConnorG
    I'm working on visualizing a matrix in R (almost exactly like http://reference.wolfram.com/mathematica/ref/MatrixPlot.html), and I've been using image(<matrix>,axes=FALSE) to draw the picture. However, I noticed that with the y-axis turned off, the plot isn't centered--the space is still there for the axis ticks + label. I can finagle some centering with par(oma=c(0,0,0,2.5)) but this seems inefficient and error-prone (if my matrix were to change dimensions/become non-square). Is there a better way to force the graphic to center? The right hand margin is significantly smaller than the left.

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  • Scaling larger Image problem.

    - by krishna
    Hi, I m developing flex application, in which I want to Draw Image from User local hard-drive to the canvas of size 640x360. User can choose Image of bigger resolution & is scaled to Canvas size. But if user selected images of larger resolution like 3000x2000, the scaling take lot time & freezes the application until scale done. Is there any method to scale image faster or kind of threading can be done? I am using matrix to scale Image as below: var mat:Matrix = new Matrix(); var scalex:Number = canvasScreen.width/content.width; var scaley:Number = canvasScreen.height/content.height; mat.scale(scalex,scaley); canvasScreen.graphics.clear(); canvasScreen.graphics.beginBitmapFill(content.bitmapData,mat);

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  • WPF Animate a Maxtrix using interpolation

    - by Mark
    Im having a issue with my application that is using touch gestures to scale, translate and rotate my scene. I was using a TransformGroup which contained TranslateTransform, ScaleTransform and a RotateTransform but I could not get the movement correct, it always jumps and skips, so I moved to a MaxtrixTransform which I was able to use much easier to get my scene to be zoomable, rotatable and panable nicely. However, what I later found out was that you cannot animate smoothly (using interpolation) the values of a Matrix, for what reason I have no idea, but its part of the MSDN doco and the properties of the Matrix are not dependency properties anyways... Has anyone had any luck animating a maxtrix to make it smooth? The only idea(s) I have had is to animate a few different, custom DP which all have callbacks that I update the Matrix from OR To convert the Maxtix to a set of Transform object that I then animate and then afterwords convert back. Is there a smarter way to do this?

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  • Avoid the use of loops (for) with R

    - by albergali
    Hi, I'm working with R and I have a code like this: i<-1 j<-1 for (i in 1:10) for (j in 1:100) if (data[i] == paths[j,1]) cluster[i,4] <- paths[j,2] where : data is a vector with 100 rows and 1 column paths is a matrix with 100 rows and 5 columns cluster is a matrix with 100 rows and 5 columns My question is: how could I avoid the use of "for" loops to iterate through the matrix? I don't know whether apply functions (lapply, tapply...) are useful in this case. This is a problem when j=10000 for example, because execution time is very long. Thank you

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  • Divide numpy array

    - by BandGap
    Hi all I have some data represented in a 1300x1341 matrix. I would like to split this matrix in several pieces (e.g. 9) so that I can loop over and process them. The data needs to stay ordered in the sense that x[0,1] stays below (or above if you like) x[0,0] and besides x[1,1]. Just like if you had imaged the data, you could draw 2 vertical and 2 horizontal lines over the image to illustrate the 9 parts. If I use numpys reshape (eg. matrix.reshape(9,260,745) or any other combination of 9,260,745) it doesn't yield the required structure since the above mentioned ordering is lost... Did I misunderstand the reshape method or can it be done this way? What other pythonic/numpy way is there to do this?

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  • Matlab Question - Principal Component Analysis

    - by Jack
    I have a set of 100 observations where each observation has 45 characteristics. And each one of those observations have a label attached which I want to predict based on those 45 characteristics. So it's an input matrix with the dimension 45 x 100 and a target matrix with the dimension 1 x 100. The thing is that I want to know how many of those 45 characteristics are relevant in my set of data, basically the principal component analysis, and I understand that I can do this with Matlab function processpca. Could you please tell me how can I do this? Suppose that the input matrix is x with 45 rows and 100 columns and y is a vector with 100 elements.

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  • A public struct inside a class

    - by Koning Baard
    I am new to C++, and let's say I have two classes: Creature and Human: /* creature.h */ class Creature { private: public: struct emotion { /* All emotions are percentages */ char joy; char trust; char fear; char surprise; char sadness; char disgust; char anger; char anticipation; char love; }; }; /* human.h */ class Human : Creature { }; And I have this in my main function in main.cpp: Human foo; My question is: how can I set foo's emotions? I tried this: foo->emotion.fear = 5; But GCC gives me this compile error: error: base operand of '-' has non-pointer type 'Human' This: foo.emotion.fear = 5; Gives: error: 'struct Creature::emotion' is inaccessible error: within this context error: invalid use of 'struct Creature::emotion' Can anyone help me? Thanks P.S. No I did not forget the #includes

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  • C++ operator overloading doubt

    - by avd
    I have a code base, in which for Matrix class, these two definitions are there for () operator: template <class T> T& Matrix<T>::operator() (unsigned row, unsigned col) { ...... } template <class T> T Matrix<T>::operator() (unsigned row, unsigned col) const { ...... } One thing I understand is that the second one does not return the reference but what does const mean in the second declaration. Also which function is called when I do say mat(i,j)

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