Search Results

Search found 16445 results on 658 pages for 'array initialization'.

Page 396/658 | < Previous Page | 392 393 394 395 396 397 398 399 400 401 402 403  | Next Page >

  • Detect duplicate in a subset from a set of elements

    - by Abhinav Shrivastava
    I have a set of numbers say : 1 1 2 8 5 6 6 7 8 8 4 2... I want to detect the duplicate element in subsets(of given size say k) of the above numbers... For example : Consider the increasing subsets(for example consider k=3) Subset 1 :{1,1,2} Subset 2 :{1,2,8} Subset 3 :{2,8,5} Subset 4 :{8,5,6} Subset 5 :{5,6,6} Subset 6 :{6,6,7} .... .... So my algorithm should detect that subset 1,5,6 contains duplicates.. My approach : 1)Copy the 1st k elements to a temporary array(vector) 2) using #include file in C++ STL...using unique() I would determine if there's any change in size of vector.. Any other clue how to approach this problem..

    Read the article

  • Multiple Vertex Buffers per Mesh

    - by Daniel
    I've run into the situation where the size of my mesh with all its vertices and indices, is larger than the (optimal) vertex buffer object upper limit (~8MB). I was wondering if I can sub-divide the mesh across multiple vertex buffers, and somehow retain validity of the indices. Ie a triangle with a indice at the first vertex, and an indice at the last (ie in seperate VBOs). All the while maintaining this within Vertex Array Objects. My thoughts are, save myself the hassle, and for meshes (messes :P) such as this, just use the necessary size ( 8MB); which is what I do at the moment. But ideally my buffer manager (wip) at the moment is using optimal sizes; I may just have to make a special case then... Any ideas? If necessary, a simple C++ code example is appreciated. Note: I have also cross-posted this on stackoverflow, as I was not sure as to which it would be more suitable (its partly a design question).

    Read the article

  • Expected time for an CakePHP MVC form/controller and db make up

    - by hephestos
    I would like to know, what is an average time for building a form in MVC pattern with for example CakePHP. I build 8 functions, two of them do custom queries, return json data, split them, expand them in a model in memory and delivers to the view. Those are three queries if you consider and an array to feed view for making some combo box. Why? all these, because I have data from json and I split them in order to make row of data like a table. Like that I changed a bit the edit.ctp but not a lot. And I created a javascript outside, with three functions. One collects data the other upon a change of a combo returnes the selected values, and does also some redirection flow. All this, in average how much time should it take ?

    Read the article

  • Assets.getBytes returns null in test environment

    - by ashes999
    I'm using the latest Haxe (2.10), NME (3.4.3), and MUnit. I've written some unit tests that need to fetch bitmap data from SWF symbols. The first step is to actually load the SWF data. To do this, I use NME's getByteArray along with the swf library, like so: var blah:SWF = new SWF(Assets.getBytes("assets/swf/test.swf")); The call to Assets.getBytes returns null when I'm running this under MUnit. When running my actual game code, I'm able to get the byte array (and consequentially, instantiate the SWF class). Am I doing something wrong? What am I missing? Edit: My directory structure is: . (root .\assets .\assets\*.png (other images) .\assets\swf\*.swf (SWFs) .\Source\*.hx (source code) .\Test\*.hx (tests)

    Read the article

  • Saving a list of points into a text file

    - by dylanisawesome1
    I recently posted a question about this, but was not really sure where to go. I've gotten some progress, and have generated some simple noise here: http://pastie.org/5408655 That works well enough for me, but I would really like to be able to save the points into an ascii text file. currently it's formatted so that something like this: http://pastie.org/5409311 would create a square. I need to save in this format with the points(and lines connecting them) generated in the method above. Essentially, I need to write the array of points created in the first example to a text file formatted like the second example.

    Read the article

  • JOGL2 test compiles, but doesn't execute - help?

    - by Chuchinyi
    I have a problem with JOGL2. My JOGL2Template.java compiles fine, but executing it results in the following error: D:\java\java\jogl>javac JOGL2Template.java <== compile ok D:\java\java\jogl>java JOGL2Template <== execute error Exception in thread "main" java.lang.ExceptionInInitializerError at javax.media.opengl.GLProfile.<clinit>(GLProfile.java:1176) at JOGL2Template.<init>(JOGL2Template.java:24) at JOGL2Template.main(JOGL2Template.java:57) Caused by: java.lang.SecurityException: no certificate for gluegen-rt.dll in D:\ java\lib\gluegen-rt-natives-windows-i586.jar at com.jogamp.common.util.JarUtil.validateCertificate(JarUtil.java:350) at com.jogamp.common.util.JarUtil.validateCertificates(JarUtil.java:324) at com.jogamp.common.util.cache.TempJarCache.validateCertificates(TempJa rCache.java:328) at com.jogamp.common.util.cache.TempJarCache.bootstrapNativeLib(TempJarC ache.java:283) at com.jogamp.common.os.Platform$3.run(Platform.java:308) at java.security.AccessController.doPrivileged(Native Method) at com.jogamp.common.os.Platform.loadGlueGenRTImpl(Platform.java:298) at com.jogamp.common.os.Platform.<clinit>(Platform.java:207) ... 3 more Here is the JOGL2Template.java source code: import java.awt.Dimension; import java.awt.Frame; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import javax.media.opengl.GLAutoDrawable; import javax.media.opengl.GLCapabilities; import javax.media.opengl.GLEventListener; import javax.media.opengl.GLProfile; import javax.media.opengl.awt.GLCanvas; import com.jogamp.opengl.util.FPSAnimator; import javax.swing.JFrame; /* * JOGL 2.0 Program Template For AWT applications */ public class JOGL2Template extends JFrame implements GLEventListener { private static final int CANVAS_WIDTH = 640; // Width of the drawable private static final int CANVAS_HEIGHT = 480; // Height of the drawable private static final int FPS = 60; // Animator's target frames per second // Constructor to create profile, caps, drawable, animator, and initialize Frame public JOGL2Template() { // Get the default OpenGL profile that best reflect your running platform. GLProfile glp = GLProfile.getDefault(); // Specifies a set of OpenGL capabilities, based on your profile. GLCapabilities caps = new GLCapabilities(glp); // Allocate a GLDrawable, based on your OpenGL capabilities. GLCanvas canvas = new GLCanvas(caps); canvas.setPreferredSize(new Dimension(CANVAS_WIDTH, CANVAS_HEIGHT)); canvas.addGLEventListener(this); // Create a animator that drives canvas' display() at 60 fps. final FPSAnimator animator = new FPSAnimator(canvas, FPS); addWindowListener(new WindowAdapter() { // For the close button @Override public void windowClosing(WindowEvent e) { // Use a dedicate thread to run the stop() to ensure that the // animator stops before program exits. new Thread() { @Override public void run() { animator.stop(); System.exit(0); } }.start(); } }); add(canvas); pack(); setTitle("OpenGL 2 Test"); setVisible(true); animator.start(); // Start the animator } public static void main(String[] args) { new JOGL2Template(); } @Override public void init(GLAutoDrawable drawable) { // Your OpenGL codes to perform one-time initialization tasks // such as setting up of lights and display lists. } @Override public void display(GLAutoDrawable drawable) { // Your OpenGL graphic rendering codes for each refresh. } @Override public void reshape(GLAutoDrawable drawable, int x, int y, int w, int h) { // Your OpenGL codes to set up the view port, projection mode and view volume. } @Override public void dispose(GLAutoDrawable drawable) { // Hardly used. } } Any ideas what might be the cause of these errors?

    Read the article

  • Designing a "Grid" like object that contains game objects

    - by liortal
    I am working on a 2D game, where there's a game "board" on which other game objects are placed. This this is 2D, my starting point was to design a class that will internally use a 2d array for the actual stored game objects. This class could be simply accessed by 2 indices: (i, j) to get game objects on it. My problem is that i have no idea how to make the game "board" "propagate" its data onto its children. Design questions i ran into are: Should the children placed on the board have display properties such as size, screen position? Should the board itself dictate this information? How to update children in case the board changes some of its properties? (position, etc). Should the board be aware of the types of objects stored in it ? I have no idea how similar things such as WPF or other UI frameworks go about organizing a "container like" object that can arrange or apply certain UI properties to its children.

    Read the article

  • JavaOne Content Catalog Live!

    - by programmarketingOTN
    The JavaOne Content Catalog—the central repository for information on sessions, demos, labs, user groups, exhibitors, and more for San Francisco 2012—is live!In the Content Catalog you can search on tracks, session types, session categories, keywords, and tags. Or, you can search for your favorite speakers to see what they’re presenting this year. And, directly from the catalog, you can share sessions you’re interested in with friends and colleagues through a broad array of social media channels.Start checking out JavaOne content now to plan your week at the conference. Then you’ll be ready to sign up for all of your sessions in mid-July when the scheduling tool goes live. Happy browsing! 

    Read the article

  • Beginner question about vertex arrays in OpenGL

    - by MrDatabase
    Is there a special order in which vertices are entered into a vertex array? Currently I'm drawing single textures like this: glBindTexture(GL_TEXTURE_2D, texName); glVertexPointer(2, GL_FLOAT, 0, vertices); glTexCoordPointer(2, GL_FLOAT, 0, coordinates); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); where vertices has four "xy pairs". This is working fine. As a test I doubled the sizes of the vertices and coordinates arrays and changed the last line above to: glDrawArrays(GL_TRIANGLE_STRIP, 0, 8); since vertices now contains eight "xy pairs". I do see two textures (the second is intentionally offset from the first). However the textures are now distorted. I've tried passing GL_TRIANGLES to glDrawArrays instead of GL_TRIANGLE_STRIP but this doesn't work either. I'm so new to OpenGL that I thought it's best to just ask here :-) Cheers!

    Read the article

  • Converting a GameObject method call from UnityScript to C#

    - by Crims0n_
    Here is the UnityScript implementation of the method i use to generate a randomly tiled background, the problem i'm having relates to how to translate the call to the newTile method in c#, so far i've had no luck fiddling... can anyone point me in the correct direction? Thanks #pragma strict import System.Collections.Generic; var mapSizeX : int; var mapSizeY : int; var xOffset : float; var yOffset : float; var tilePrefab : GameObject; var tilePrefab2 : GameObject; var tiles : List.<Transform> = new List.<Transform>(); function Start () { var i : int = 0; var xIndex : int = 0; var yIndex : int = 0; xOffset = 2.69; yOffset = -1.97; while(yIndex < mapSizeY){ xIndex = 0; while(xIndex < mapSizeX){ var z = Random.Range(0, 5); if (z > 2) { var newTile : GameObject = Instantiate (tilePrefab, Vector3(xIndex*0.64 - (xOffset * (mapSizeX/10)), yIndex*-0.64 - (yOffset * (mapSizeY/10)), 0), Quaternion.identity); tiles.Add(newTile.transform); newTile.transform.parent = transform; newTile.transform.name = "tile_"+i; i++; xIndex++; } if (z < 2) { var newTile2 : GameObject = Instantiate (tilePrefab2, Vector3(xIndex*0.64 - (xOffset * (mapSizeX/10)), yIndex*-0.64 - (yOffset * (mapSizeY/10)), 0), Quaternion.identity); tiles.Add(newTile2.transform); newTile2.transform.parent = transform; newTile2.transform.name = "Ztile_"+i; i++; xIndex++; } } yIndex++; } } C# Version [Fixed] using UnityEngine; using System.Collections; public class LevelGen : MonoBehaviour { public int mapSizeX; public int mapSizeY; public float xOffset; public float yOffset; public GameObject tilePrefab; public GameObject tilePrefab2; int i; public System.Collections.Generic.List<Transform> tiles = new System.Collections.Generic.List<Transform>(); // Use this for initialization void Start () { int i = 0; int xIndex = 0; int yIndex = 0; xOffset = 1.58f; yOffset = -1.156f; while (yIndex < mapSizeY) { xIndex = 0; while(xIndex < mapSizeX) { int z = Random.Range(0, 5); if (z > 5) { GameObject newTile = (GameObject)Instantiate(tilePrefab, new Vector3(xIndex*0.64f - (xOffset * (mapSizeX/10.0f)), yIndex*-0.64f - (yOffset * (mapSizeY/10.0f)), 0), Quaternion.identity); tiles.Add(newTile.transform); newTile.transform.parent = transform; newTile.transform.name = "tile_"+i; i++; xIndex++; } if (z < 5) { GameObject newTile2 = (GameObject)Instantiate(tilePrefab, new Vector3(xIndex*0.64f - (xOffset * (mapSizeX/10.0f)), yIndex*-0.64f - (yOffset * (mapSizeY/10.0f)), 0), Quaternion.identity); tiles.Add(newTile2.transform); newTile2.transform.parent = transform; newTile2.transform.name = "tile2_"+i; i++; xIndex++; } } yIndex++; } } // Update is called once per frame void Update () { } }

    Read the article

  • Can't get into the admin console after migrating to new server

    - by Emerson
    I migrated my WordPress blog to a new server, and everything seemed to be working fine until it started giving me the error when entering the admin area: Fatal error: Allowed memory size of 33554432 bytes exhausted (tried to allocate 4864 bytes) in /home/neworder/public_html/blog/wp-admin/includes/plugin.php on line 729 The line 729 has: $protected = array( '_wp_attached_file', '_wp_attachment_metadata', '_wp_old_slug', '_wp_page_template' ); I had installed the maintenance-mode, and I have suspicions that this is what broke the forum. If I remove the plugin it then gives another error: Fatal error: Allowed memory size of 33554432 bytes exhausted (tried to allocate 19456 bytes) in /home/neworder/public_html/blog/wp-admin/includes/post.php on line 1158 And that line has: $content .= '<p class="hide-if-no-js">' . esc_html__( 'Remove featured image' ) . '</p>'; } I tried to restore the blog file-system from the old server and also to restore the database from the old server (2x), but still it gives me the same error. The blog itself seems to be working fine: http://blog.antinovaordemmundial.com/

    Read the article

  • J2ME character animation with multiple sprite sheets

    - by Alex
    I'm working on a J2ME game and I want to have walking animations. Each direction of walking has a separate sprite sheet (i.e. one for walking up, one for walking right etc), I also have a static idle image for each direction held together in a single file. I've tried to hold an array of sprites in my player class and then just drawing the sprite corresponding to the current direction, but this doesn't seem to work. I'm aware that if I combine all the animations into one sprite sheet I could set up different animation sequences, but I want to be able to do it with separate images for each animation. Is there a way that anyone knows of to achieve this? And ideally without too much extra code (as opposed to combining the sprites into one sheet)

    Read the article

  • How do I tackle top down RPG movement?

    - by WarmWaffles
    I have a game that I am writing in Java. It is a top down RPG and I am trying to handle movement in the world. The world is largely procedural and I am having a difficult time tackling how to handle character movement around the world and render the changes to the screen. I have the world loaded in blocks which contains all the tiles. How do I tackle the character movement? I am stumped and can't figure out where I should go with it. EDIT: Well I was abstract with the issue at hand. Right now I can only think of rigidly sticking everything into a 2D array and saving the block ID and the player offset in the Block or I could just "float" everything and move about between tiles so to speak.

    Read the article

  • Any way to set up a grid for a board game in cocos 2d?

    - by Scott
    My first idea was to create a 2d array for my columns and rows, but it seems like there should be a better, or possibly cleaner, way to achieve this. Each square on the grid is going to have a background image, probably a .png although I might just draw the images with a draw method. Basically, I want to be able to drag and drop images onto the individual grid squares. I've been searching for a solution and the closest thing I can find is the tiled map solution. That just seems like a little overkill for what I'm trying to accomplish. Also, I don't know if this helps but i need my grid to be 12 by 12 and take up the entire width of the iphone screen.

    Read the article

  • Wavefront mesh: determine which face a point belongs to?

    - by Mina Samy
    I have a 3D mesh Wavefront .obj file. Is there any algorithm that takes an arbitrary point coordinates as input and determines which face of the mesh that point belongs to ?? The mesh is rendered on the screen, then the user clicks on it, I want to determine which part of the mesh the user has clicked on ? Here's the code using LibGDX: Vector3 intersection=new Vector3(); Ray ray=camera.getPickRay(x, y); //vertices is an array that hold the coordinates of the mesh boolean ok=Intersector.intersectRayTriangles(ray, vertices, intersection); Thanks

    Read the article

  • 2D isometric picking

    - by Bikonja
    I'm trying to implement picking in my isometric 2D game, however, I am failing. First of all, I've searched for a solution and came to several, different equations and even a solution using matrices. I tried implementing every single one, but none of them seem to work for me. The idea is that I have an array of tiles, with each tile having it's x and y coordinates specified (in this simplified example it's by it's position in the array). I'm thinking that the tile (0, 0) should be on the left, (max, 0) on top, (0, max) on the bottom and (max, max) on the right. I came up with this loop for drawing, which googling seems to have verified as the correct solution, as has the rendered scene (ofcourse, it could still be wrong, also, forgive the messy names and stuff, it's just a WIP proof of concept code) // Draw code int col = 0; int row = 0; for (int i = 0; i < nrOfTiles; ++i) { // XOffset and YOffset are currently hardcoded values, but will represent camera offset combined with HUD offset Point tile = IsoToScreen(col, row, TileWidth / 2, TileHeight / 2, XOffset, YOffset); int x = tile.X; int y = tile.Y; spriteBatch.Draw(_tiles[i], new Rectangle(tile.X, tile.Y, TileWidth, TileHeight), Color.White); col++; if (col >= Columns) // Columns is the number of tiles in a single row { col = 0; row++; } } // Get selection overlay location (removed check if selection exists for simplicity sake) Point tile = IsoToScreen(_selectedTile.X, _selectedTile.Y, TileWidth / 2, TileHeight / 2, XOffset, YOffset); spriteBatch.Draw(_selectionTexture, new Rectangle(tile.X, tile.Y, TileWidth, TileHeight), Color.White); // End of draw code public Point IsoToScreen(int isoX, int isoY, int widthHalf, int heightHalf, int xOffset, int yOffset) { Point newPoint = new Point(); newPoint.X = widthHalf * (isoX + isoY) + xOffset; newPoint.Y = heightHalf * (-isoX + isoY) + yOffset; return newPoint; } This code draws the tiles correctly. Now I wanted to do picking to select the tiles. For this, I tried coming up with equations of my own (including reversing the drawing equation) and I tried multiple solutions I found on the internet and none of these solutions worked. Trying out lots of solutions, I came upon one that didn't work, but it seemed like an axis was just inverted. I fiddled around with the equations and somehow managed to get it to actually work (but have no idea why it works), but while it's close, it still doesn't work. I'm not really sure how to describe the behaviour, but it changes the selection at wrong places, while being fairly close (sometimes spot on, sometimes a tile off, I believe never more off than the adjacent tile). This is the code I have for getting which tile coordinates are selected: public Point? ScreenToIso(int screenX, int screenY, int tileHeight, int offsetX, int offsetY) { Point? newPoint = null; int nX = -1; int nY = -1; int tX = screenX - offsetX; int tY = screenY - offsetY; nX = -(tY - tX / 2) / tileHeight; nY = (tY + tX / 2) / tileHeight; newPoint = new Point(nX, nY); return newPoint; } I have no idea why this code is so close, especially considering it doesn't even use the tile width and all my attempts to write an equation myself or use a solution I googled failed. Also, I don't think this code accounts for the area outside the "tile" (the transparent part of the tile image), for which I intend to add a color map, but even if that's true, it's not the problem as the selection sometimes switches on approx 25% or 75% of width or height. I'm thinking I've stumbled upon a wrong path and need to backtrack, but at this point, I'm not sure what to do so I hope someone can shed some light on my error or point me to the right path. It may be worth mentioning that my goal is to not only pick the tile. Each main tile will be divided into 5x5 smaller tiles which won't be drawn seperately from the whole main tile, but they will need to be picked out. I think a color map of a main tile with different colors for different coordinates within the main tile should take care of that though, which would fall within using a color map for the main tile (for the transparent parts of the tile, meaning parts that possibly belong to other tiles).

    Read the article

  • Solving a probabilistic problem

    - by ????????????
    So I am interested in Computational Investing and came across this problem on a wiki page: Write a program to discover the answer to this puzzle:"Let's say men and women are paid equally (from the same uniform distribution). If women date randomly and marry the first man with a higher salary, what fraction of the population will get married?" I don't have much knowledge in probability theory, so I'm not really sure how to implement this in code. My thinking: Populate two arrays(female,male) with random salary values from a uniform distribution. Randomly pair one female and one male array element and see if condition of higher salary is met. If it is, increment a counter. Divide counter by population and get percentage. Is this the correct logic? Do woman continually date until there is no males left with higher salaries than women?

    Read the article

  • What are the basic skills a BEGINNING JavaScript programmer should have?

    - by Sanford
    In NYC, we are working on creating a collaborative community programming environment and trying to segment out software engineers into differing buckets. At present, we are trying to define: Beginners Intermediates Advanced Experts (and/or Masters) Similar to an apprenticeship, you would need to demonstrate specific skills to achieve different levels. Right now, we have identified Beginner programming skills as: Object - method, attributes, inheritance Variable - math, string, array, boolean - all are objects Basic arithmetic functions - precedence of functions String manipulation Looping - flow control Conditionals - boolean algebra This is a first attempt, and it is a challenge since we know the natural tension between programming and software engineering. How would you create such a skills-based ranking for JavaScript in this manner? For example, what would be the Beginner Javascript skills that you would need to have to advance to the Intermediate Training? And so on.

    Read the article

  • Today is Content Catalog Day

    - by oracletechnet
    Announced earlier today by the Oracle OpenWorld blog: It’s what you’ve been waiting for. The Oracle OpenWorld Content Catalog—the central repository for information on sessions, demos, labs, user groups, exhibitors, and more—is live. Right now. In the Content Catalog you can search on tracks, session types, session categories, keywords, and tags. Or, you can search for your favorite speakers to see what they’re presenting this year. And, directly from the catalog, you can share sessions you’re interested in with friends and colleagues through a broad array of social media channels. Start checking out Oracle OpenWorld content now to plan your week at the conference. Then you’ll be ready to sign up for all of your sessions in mid-July when the scheduling tool goes live. Thinking of cross-registering for JavaOne? The JavaOne Content Catalog is also live at this very minute so you can see what great content is on offer there. So start catalog surfing!

    Read the article

  • 3 Incredibly Useful Projects to jump-start your Kinect Development.

    - by mbcrump
    I’ve been playing with the Kinect SDK Beta for the past few days and have noticed a few projects on CodePlex worth checking out. I decided to blog about them to help spread awareness. If you want to learn more about Kinect SDK then you check out my”Busy Developer’s Guide to the Kinect SDK Beta”. Let’s get started:   KinectContrib is a set of VS2010 Templates that will help you get started building a Kinect project very quickly. Once you have it installed you will have the option to select the following Templates: KinectDepth KinectSkeleton KinectVideo Please note that KinectContrib requires the Kinect for Windows SDK beta to be installed. Kinect Templates after installing the Template Pack. The reference to Microsoft.Research.Kinect is added automatically.  Here is a sample of the code for the MainWindow.xaml in the “Video” template: <Window x:Class="KinectVideoApplication1.MainWindow" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" Title="MainWindow" Height="480" Width="640"> <Grid> <Image Name="videoImage"/> </Grid> </Window> and MainWindow.xaml.cs using System; using System.Windows; using System.Windows.Media; using System.Windows.Media.Imaging; using Microsoft.Research.Kinect.Nui; namespace KinectVideoApplication1 { public partial class MainWindow : Window { //Instantiate the Kinect runtime. Required to initialize the device. //IMPORTANT NOTE: You can pass the device ID here, in case more than one Kinect device is connected. Runtime runtime = new Runtime(); public MainWindow() { InitializeComponent(); //Runtime initialization is handled when the window is opened. When the window //is closed, the runtime MUST be unitialized. this.Loaded += new RoutedEventHandler(MainWindow_Loaded); this.Unloaded += new RoutedEventHandler(MainWindow_Unloaded); //Handle the content obtained from the video camera, once received. runtime.VideoFrameReady += new EventHandler<Microsoft.Research.Kinect.Nui.ImageFrameReadyEventArgs>(runtime_VideoFrameReady); } void MainWindow_Unloaded(object sender, RoutedEventArgs e) { runtime.Uninitialize(); } void MainWindow_Loaded(object sender, RoutedEventArgs e) { //Since only a color video stream is needed, RuntimeOptions.UseColor is used. runtime.Initialize(Microsoft.Research.Kinect.Nui.RuntimeOptions.UseColor); //You can adjust the resolution here. runtime.VideoStream.Open(ImageStreamType.Video, 2, ImageResolution.Resolution640x480, ImageType.Color); } void runtime_VideoFrameReady(object sender, Microsoft.Research.Kinect.Nui.ImageFrameReadyEventArgs e) { PlanarImage image = e.ImageFrame.Image; BitmapSource source = BitmapSource.Create(image.Width, image.Height, 96, 96, PixelFormats.Bgr32, null, image.Bits, image.Width * image.BytesPerPixel); videoImage.Source = source; } } } You will find this template pack is very handy especially for those new to Kinect Development.   Next up is The Coding4Fun Kinect Toolkit which contains extension methods and a WPF control to help you develop with the Kinect SDK. After downloading the package simply add a reference to the .dll using either the WPF or WinForms version. Now you will have access to several methods that can help you save an image: (for example) For a full list of extension methods and properties, please visit the site at http://c4fkinect.codeplex.com/. Kinductor – This is a great application for just learning how to use the Kinect SDK. The project uses MVVM Light and is a great start for those looking how to structure their first Kinect Application. Conclusion: Things are already getting easier for those working with the Kinect SDK. I imagine that after a few more months we will see the SDK go out of beta and allow commercial applications to run using it. I am very excited and hope that you continue reading my blog for more Kinect, WPF and Silverlight news.  Subscribe to my feed

    Read the article

  • Calculating vertex normals on the GPU

    - by Etan
    I have some height-map sampled on a regular grid stored in an array. Now, I want to use the normals on the sampled vertices for some smoothing algorithm. The way I'm currently doing it is as follows: For each vertex, generate triangles to all it's neighbours. This results in eight neighbours when using the 1-neighbourhood for all vertices except at the borders. +---+---+ ¦ \ ¦ / ¦ +---o---+ ¦ / ¦ \ ¦ +---+---+ For each adjacent triangle, calculate it's normal by taking the cross product between the two distances. As the triangles all have the same size when projected on the xy-plane, I simply average over all eight normals then and store it for this vertex. However, as my data grows larger, this approach takes too much time and I would prefer doing it on the GPU in a shader code. Is there an easy method, maybe if I could store my height-map as a texture?

    Read the article

  • How can I use WebGL to create a tile-based multi-layer scrolling platform game?

    - by Nicholas Hill
    I've found WebGL (based on OpenGL) to be a fiendish and unforgiving framework for those learning to write HTML5-based games. Despite the presence of many examples on how to get started, I'm really struggling to understand how I could simply load a bunch of images and render them to a canvas quickly using WebGL. My specific scenario involves trying to render a map using a bespoke but simple multi-layered tile engine, where each value in a three dimensional array points to the image to use for that location in the rendered image. Think "Sonic the Hedgehog" via tilesets, tiles, maps, layers, sprites etc. Can anyone enlighten me: 1) How can I load an image that I can use as a texture in WebGL? 2) How can I dynamically select an image at run time and draw it at any co-ordinate, that I also select at run time?

    Read the article

  • Do Not Track feature of IE10

    - by Pete Herbert Penito
    One of our clients is getting a bit worried about the new "Do Not Track" feature of Internet Explorer 10. Her site is heavily dependent on php sessions (as I imagine many other sites are). This was what she was reading: http://www.bbc.co.uk/news/technology-18288710 I need some clarification, will this affect how sessions (or cookies) work on normal web sites that use the PHP $_SESSION array? Or is it regarding only how advertising works (engadget's article seems to insinuate this)? Can anyone provide a more technical overview (and the ramifications) of PHP-powered websites?

    Read the article

  • Is it possible to construct a cube with less than 24 vertices

    - by Telanor
    I have a cube-based world like minecraft and I'm wondering if there's a way to construct a cube with less than 24 vertices so I can reduce memory usage. It doesn't seem possible to me for 2 reasons: the normals wouldn't come out right and per-face textures wouldn't work. Is this the case or am I wrong? Maybe there's some fancy new dx11 tech that can help? Edit: Just to clarify, I have 2 requirements: I need surface normals for each cube face in order to do proper lighting and I need a way to address a different indexes in a texture array for each cube face

    Read the article

  • Upgraded Ubuntu 12.04 -> 12.10 and Drupal 7 site now get error

    - by Paul B
    I do all my Drupal 7 webdev and today I took advantage to upgrade my local WebDev box O/S to Ubuntu 12.10 from 12.04 and now I get the following errors for all my D7 projects on my localhost WebDev box (Ubuntu 12.10) It was all fine pre Ubuntu 12.04: Error The website encountered an unexpected error. Please try again later. Error message PDOException: SQLSTATE[42000]: Syntax error or access violation: 1286 Unknown storage engine 'InnoDB': SELECT expire, value FROM {semaphore} WHERE name = :name; Array ( [:name] => variable_init ) in lock_may_be_available() (line 167 of /var/www/jobsdaily/includes/lock.inc). A quick research and look into the phpmyadmin (3.4.11.1) and it seems InnoDB is an issue and when I click on a table to see data I get #1286 - Unknown storage engine 'InnoDB'. I have all my D7 sql backed up, but don't really want to go down the whole 'import' route, since it's 10 months work! Anyone had this issues and can anyone suggest fix ideas? Thanks

    Read the article

< Previous Page | 392 393 394 395 396 397 398 399 400 401 402 403  | Next Page >