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  • Having an issue with the "this" modifier...

    - by user344246
    I have this method in City class. It should create a new city based on the object which the method is applied to: public City newCity(string newCityName, int dX, int dY) { City c=new City(this); //based on a constructor : City(City c){} c.CityName=newCityName; c.NoOfNeighborhoods=1; c.NumOfResidents=0; c.CityCenter.Move(dX,dY); return c; } CityCenter is of type "Point" which has two fields - x,y. the Move method in Point class is ment to change the CityCenter location. It looks like this: public void Move(int dX, int dY) { this.X = x + dX; this.Y = y + dY; } What happens is that the new object,c and the existing City object are both changed. I think that "this" modifier works on the existing object too... How can I take advantage of the Move method without causing this behavior? Note: this is a closed API, so I can only add private methods to the project.

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  • From J2EE to Java EE: what has changed?

    - by Bruno.Borges
    See original @Java_EE tweet on 29 May 2014 Yeap, it has been 8 years since the term J2EE was replaced, and still some people refer to it (mostly recruiters, luckily!). But then comes the question: what has changed besides the name? Our community friend Abhishek Gupta worked on this question and provided an excellent response titled "What's in a name? Java EE? J2EE?". But let me give you a few highlights here so you don't lose yourself with YATO (yet another tab opened): J2EE used to be an infrastructure and resources provider only, requiring developers to depend on external 3rd-party frameworks to then implement application requirements or improve productivity J2EE used to require hundreds of XML lines of codes to define just a dozen of resources like EJBs, MDBs, Servlets, and so on J2EE used to support only EAR (Enterprise Archives) with a bunch of other archives like JARs and WARs just to run a simple Web application And so on, and so on! It was a great technology but still required a lot of work to get something up and running. Remember xDoclet? Remember Struts? The old days of pure Hibernate code? Or when Ajax became a trending topic and we were all implementing it with DWR Servlet? Still, we J2EE developers survived, and learned, and helped evolve the platform to a whole new level of DX (Developer Experience). A new DX for J2EE suggested a new name. One that referred to the platform as the Enterprise Edition of Java, because "Java is why we're here" quoting Bill Shannon. The release of Java EE 5 included so many features that clearly showed developers the platform was going after all those DX gaps. Radical simplification of the persistence model with the introduction of JPA Support of Annotations following the launch of Java SE 5.0 Updated XML APIs with the introduction of StAX Drastic simplification of the EJB component model (with annotations!) Convention over Configuration and Dependency Injection A few bullets you may say but that represented a whole new DX and a vision for upcoming versions. Clearly, the release of Java EE 5 helped drive the future of the platform by reducing the number of XMLs, Java Interfaces, simplified configurations, provided convention-over-configuration, etc! We then saw the release of Java EE 6 with even more great features like Managed Beans, CDI, Bean Validation, improved JSP and Servlets APIs, JASPIC, the posisbility to deploy plain WARs and so many other improvements it is difficult to list in one sentence. And we've gotta give Spring Framework some credit here: thanks to Rod Johnson and team, concepts like Dependency Injection fit perfectly into the Java EE Platform. Clearly, Spring used to be one of the most inspiring frameworks for the Java EE platform, and it is great to see things like Pivotal and Spring supporting JSR 352 Batch API standard! Cooperation to keep improving DX at maximum in the server-side Java landscape.  The master piece result of these previous releases is seen and called today as Java EE 7, which by providing a newly and improved JavaServer Faces release, with new features for Web Development like WebSockets API, improved JAX-RS, and JSON-P, but also including Batch API and so many other great improvements, has increased developer productivity and brought innovation to server-side Java developers. Java EE is not just a new name (which was introduced back in May 2006!) but a new Developer Experience for server-side Java developers. To show you why we are here and where we are going (see the Java EE 8 update), we wanted to share with you a draft of the new Java EE logos that the evangelist team created, to help you spread the word about Java EE. You can get access to these images at the Java EE Platform Facebook Album, or the Google+ Java EE Platform Album whichever is better for you, but don't forget to like and/or +1 those social network profiles :-) A message to all job recruiters: stop using J2EE and start using Java EE if you want to find great Java EE 5, Java EE 6, or Java EE 7 developers To not only save you recruiter valuable characters when tweeting that job opportunity but to also match the correct term, we invite you to replace long terms like "Java/J2EE" or even worse "#Java #J2EE #JEE" or all these awkward combinations with the only acceptable hashtag: #JavaEE. And to prove that Java EE is catching among developers and even recruiters, and that J2EE is past, let me highlight here how are the jobs trends! The image below is from Indeed.com trends page, for the following keywords: J2EE, Java/J2EE, Java/JEE, JEE. As you can see, J2EE is indeed going away, while JEE saw some increase. Perhaps because some people are just lazy to type "Java" but at the same time they are aware that J2EE (the '2') is past. We shall forgive that for a while :-) Another proof that J2EE is going away is by looking at its trending statistics at Google. People have been showing less and less interest in the term J2EE. See the chart below:  Recruiter, if you still need proof that J2EE is past, that Java EE is trending, and that other job recruiters are seeking for Java EE developers, and that the developer community is aware of the new term, perhaps these other charts can show you what term you should be using. See for example the Job Trends for Java EE at Indeed.com and notice where it started... 2006! 8 years ago :-) Last but not least, the Google Trends for Java EE term (including the still wrong but forgivable JavaEE term) shows us that the new term is catching up very well. J2EE is past. Oh, and don't worry about the curves going down. We developers like to be hipsters sometimes and today only AngularJS, NodeJS, BigData are going up. Java EE and other traditional server-side technologies such as Spring, or even from other platforms such as Ruby on Rails, PHP, Grails, are pretty much consolidated and the curves... well, they are consolidated too. So If you are a Java EE developer, drop that J2EE from your résumé, and let recruiters also know that this term is past. Embrace Java EE, and enjoy a new developer experience for server-side Java developers. Java EE on TwitterJava EE on Google+Java EE on Facebook

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  • Rotate triangle so that its tip points in the direction of the point on the screen that we last touched

    - by Sid
    OpenGL ES - Android. Hello all, I am unable to rotate the triangle accordingly in such a way that its tip always points to my finger. What i did : Constructed a triangle in by GL.GL_TRIANGLES. Added touch events to it. I can rotate the triangle along my Z-axis successfully. Even made the vector class for it. What i need : Each time when I touch the screen, I want to rotate the triangle to face the touch point. Need some help. Here's what i implemented. I wonder that where i am going wrong? My code : public class Graphic2DTriangle { private FloatBuffer vertexBuffer; private ByteBuffer indexBuffer; private float[] vertices = { -1.0f,-1.0f, 0.0f, 2.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f }; private byte[] indices = { 0, 1, 2 }; public Graphic2DTriangle() { ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4); vbb.order(ByteOrder.nativeOrder()); // Use native byte order vertexBuffer = vbb.asFloatBuffer(); // Convert byte buffer to float vertexBuffer.put(vertices); // Copy data into buffer vertexBuffer.position(0); // Rewind // Setup index-array buffer. Indices in byte. indexBuffer = ByteBuffer.allocateDirect(indices.length); indexBuffer.put(indices); indexBuffer.position(0); } public void draw(GL10 gl) { gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer); gl.glDrawElements(GL10.GL_TRIANGLES, indices.length, GL10.GL_UNSIGNED_BYTE, indexBuffer); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); } } My SurfaceView class where i've done some Touch Events. public class BallThrowGLSurfaceView extends GLSurfaceView{ MySquareRender _renderObj; View _viewObj; float oldX,oldY,dX,dY; final float TOUCH_SCALE_FACTOR = 0.6f; Vector2 touchPos = new Vector2(); float angle=0; public BallThrowGLSurfaceView(Context context) { super(context); // TODO Auto-generated constructor stub _renderObj = new MySquareRender(context); this.setRenderer(_renderObj); this.setRenderMode(RENDERMODE_WHEN_DIRTY); } @Override public boolean onTouchEvent(MotionEvent event) { // TODO Auto-generated method stub touchPos.x = event.getX(); touchPos.y = event.getY(); Log.i("Co-ord", touchPos.x+"hh"+touchPos.y); switch(event.getAction()){ case MotionEvent.ACTION_MOVE : dX = touchPos.x - oldX; dY = touchPos.y - oldY; if(touchPos.y > getHeight()/2){ dX = dX*-1; } if(touchPos.x < getWidth()/2){ dY = dY*-1; } _renderObj.mAngle += (dX+dY) * TOUCH_SCALE_FACTOR; requestRender(); Log.i("AngleCo-ord", _renderObj.mAngle +"hh"); } oldX = touchPos.x; oldY = touchPos.y; Log.i("OldCo-ord", oldX+" hh "+oldY); return true; } } Last but not the least. My vector2 class. public class Vector2 { public static float TO_RADIANS = (1 / 180.0f) * (float) Math.PI; public static float TO_DEGREES = (1 / (float) Math.PI) * 180; public float x, y; public Vector2() { } public Vector2(float x, float y) { this.x = x; this.y = y; } public Vector2(Vector2 other) { this.x = other.x; this.y = other.y; } public Vector2 cpy() { return new Vector2(x, y); } public Vector2 set(float x, float y) { this.x = x; this.y = y; return this; } public Vector2 set(Vector2 other) { this.x = other.x; this.y = other.y; return this; } public Vector2 add(float x, float y) { this.x += x; this.y += y; return this; } public Vector2 add(Vector2 other) { this.x += other.x; this.y += other.y; return this; } public Vector2 sub(float x, float y) { this.x -= x; this.y -= y; return this; } public Vector2 sub(Vector2 other) { this.x -= other.x; this.y -= other.y; return this; } public Vector2 mul(float scalar) { this.x *= scalar; this.y *= scalar; return this; } public float len() { return FloatMath.sqrt(x * x + y * y); } public Vector2 nor() { float len = len(); if (len != 0) { this.x /= len; this.y /= len; } return this; } public float angle() { float angle = (float) Math.atan2(y, x) * TO_DEGREES; if (angle < 0) angle += 360; return angle; } public Vector2 rotate(float angle) { float rad = angle * TO_RADIANS; float cos = FloatMath.cos(rad); float sin = FloatMath.sin(rad); float newX = this.x * cos - this.y * sin; float newY = this.x * sin + this.y * cos; this.x = newX; this.y = newY; return this; } public float dist(Vector2 other) { float distX = this.x - other.x; float distY = this.y - other.y; return FloatMath.sqrt(distX * distX + distY * distY); } public float dist(float x, float y) { float distX = this.x - x; float distY = this.y - y; return FloatMath.sqrt(distX * distX + distY * distY); } public float distSquared(Vector2 other) { float distX = this.x - other.x; float distY = this.y - other.y; return distX * distX + distY * distY; } public float distSquared(float x, float y) { float distX = this.x - x; float distY = this.y - y; return distX * distX + distY * distY; } } PS : i am able to handle the touch events. I can rotate the triangle with the touch of my finger. But i want that ONE VERTEX of the triangle should point at my finger position respective of the position of my finger.

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  • Problem with asm program (nasm)

    - by GLeBaTi
    org 0x100 SEGMENT .CODE mov ah,0x9 mov dx, Msg1 int 0x21 ;string input mov ah,0xA mov dx,buff int 0x21 mov ax,0 mov al,[buff+1]; length ;string UPPERCASE mov cl, al mov si, buff cld loop1: lodsb; cmp al, 'a' jnb upper loop loop1 ;output mov ah,0x9 mov dx, buff int 0x21 exit: mov ah, 0x8 int 0x21 int 0x20 upper: sub al,32 jmp loop1 SEGMENT .DATA Msg1 db 'Press string: $' buff db 254,0 this code perform poorly. I think that problem in "jnb upper". This program make small symbols into big symbols.

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  • Scheme procedure problem

    - by Zun
    I defined the Scheme procedure to return another procedure with 2 parameters : (define (smooth f) (?(x dx)(/ (+ (f (- x dx)) (f x) (f (+ x dx))) 3.0))) if i run this procedure with sin procedure with 2 arguments 10 and 0.0001 then it is ok ((smooth sin) 10 0.0001) ==> -0.544021109075966 if i run this procedure recursively, then it has error ((smooth (smooth sin)) 10 0.0001) ==> procedure expects 2 arguments, given 1: #<promise:temp6> So can anyone tell me where is my problem? Thank you in advance !!! PS:this is apart of exercise 1.44 in SICP

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  • easy asm program(nasm)

    - by GLeBaTi
    org 0x100 SEGMENT .CODE mov ah,0x9 mov dx, Msg1 int 0x21 ;string input mov ah,0xA mov dx,buff int 0x21 mov ax,0 mov al,[buff+1]; length ;string UPPERCASE mov cl, al mov si, buff cld loop1: lodsb; cmp al, 'a' jnb upper loop loop1 ;output mov ah,0x9 mov dx, buff int 0x21 exit: mov ah, 0x8 int 0x21 int 0x20 upper: sub al,32 jmp loop1 SEGMENT .DATA Msg1 db 'Press string: $' buff db 254,0 this code perform poorly. I think that problem in "jnb upper". This program make small symbols into big symbols.

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  • Access violation reading location 0x00184000.

    - by numerical25
    having troubles with the following line HR(md3dDevice->CreateBuffer(&vbd, &vinitData, &mVB)); it appears the CreateBuffer method is having troubles reading &mVB. mVB is defined in box.h and looks like this ID3D10Buffer* mVB; Below is the code it its entirety. this is all files that mVB is in. //Box.cpp #include "Box.h" #include "Vertex.h" #include <vector> Box::Box() : mNumVertices(0), mNumFaces(0), md3dDevice(0), mVB(0), mIB(0) { } Box::~Box() { ReleaseCOM(mVB); ReleaseCOM(mIB); } float Box::getHeight(float x, float z)const { return 0.3f*(z*sinf(0.1f*x) + x*cosf(0.1f*z)); } void Box::init(ID3D10Device* device, float m, float n, float dx) { md3dDevice = device; mNumVertices = m*n; mNumFaces = 12; float halfWidth = (n-1)*dx*0.5f; float halfDepth = (m-1)*dx*0.5f; std::vector<Vertex> vertices(mNumVertices); for(DWORD i = 0; i < m; ++i) { float z = halfDepth - (i * dx); for(DWORD j = 0; j < n; ++j) { float x = -halfWidth + (j* dx); float y = getHeight(x,z); vertices[i*n+j].pos = D3DXVECTOR3(x, y, z); if(y < -10.0f) vertices[i*n+j].color = BEACH_SAND; else if( y < 5.0f) vertices[i*n+j].color = LIGHT_YELLOW_GREEN; else if (y < 12.0f) vertices[i*n+j].color = DARK_YELLOW_GREEN; else if (y < 20.0f) vertices[i*n+j].color = DARKBROWN; else vertices[i*n+j].color = WHITE; } } D3D10_BUFFER_DESC vbd; vbd.Usage = D3D10_USAGE_IMMUTABLE; vbd.ByteWidth = sizeof(Vertex) * mNumVertices; vbd.BindFlags = D3D10_BIND_VERTEX_BUFFER; vbd.CPUAccessFlags = 0; vbd.MiscFlags = 0; D3D10_SUBRESOURCE_DATA vinitData; vinitData.pSysMem = &vertices; HR(md3dDevice->CreateBuffer(&vbd, &vinitData, &mVB)); //create the index buffer std::vector<DWORD> indices(mNumFaces*3); // 3 indices per face int k = 0; for(DWORD i = 0; i < m-1; ++i) { for(DWORD j = 0; j < n-1; ++j) { indices[k] = i*n+j; indices[k+1] = i*n+j+1; indices[k+2] = (i*1)*n+j; indices[k+3] = (i*1)*n+j; indices[k+4] = i*n+j+1; indices[k+5] = (i*1)*n+j+1; k+= 6; } } D3D10_BUFFER_DESC ibd; ibd.Usage = D3D10_USAGE_IMMUTABLE; ibd.ByteWidth = sizeof(DWORD) * mNumFaces*3; ibd.BindFlags = D3D10_BIND_INDEX_BUFFER; ibd.CPUAccessFlags = 0; ibd.MiscFlags = 0; D3D10_SUBRESOURCE_DATA iinitData; iinitData.pSysMem = &indices; HR(md3dDevice->CreateBuffer(&ibd, &iinitData, &mIB)); } void Box::Draw() { UINT stride = sizeof(Vertex); UINT offset = 0; md3dDevice->IASetVertexBuffers(0, 1, &mVB, &stride, &offset); md3dDevice->IASetIndexBuffer(mIB, DXGI_FORMAT_R32_UINT, 0); md3dDevice->DrawIndexed(mNumFaces*3, 0 , 0); } //Box.h #ifndef _BOX_H #define _BOX_H #include "d3dUtil.h" Box.h class Box { public: Box(); ~Box(); void init(ID3D10Device* device, float m, float n, float dx); void Draw(); float getHeight(float x, float z)const; private: DWORD mNumVertices; DWORD mNumFaces; ID3D10Device* md3dDevice; ID3D10Buffer* mVB; ID3D10Buffer* mIB; }; #endif Thanks again for the help

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  • as3 3D camera lookat

    - by Johannes Jensen
    I'm making a 3D camera scene in Flash, draw using drawTriangles() and rotated and translated using a Matrix3D. I've got the camera to look after a specific point, but only on the Y-axis, using the x and z coordinates, here is my code so far: var dx:Number = camera.x - lookAt.x; var dy:Number = camera.y - lookAt.y; var dz:Number = camera.z - lookAt.z; camera.rotationY = Math.atan2(dz, dx) * (180 / Math.PI) + 270; so no matter the x or z position, the point is always on the mid of the screen, IF and only if y matches with the camera. So what I need is to calculate the rotationX (which are measured in degrees not radians), and I was wondering how I would do this?

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  • Part 1 Basic Webtrends REST Examples

    - by GeekAgilistMercenary
    In this entry I just want to cover some examples of how to connect to Webtrends DX Web Services.  The DX Web Services use REST as the architecture, providing simple URI based end points to connect to.  With the Webtrends SDK you can connect to these services with your account information.  Here are the basic steps to retrieve a profile list, the reports from one of those profiles, and then the report you want from that report list. First step is to create a Webtrends User. WebTrends.Sdk.Account.User webtrendsUser = new Account.User(); webtrendsUser.UserName = username; webtrendsUser.Password = password; webtrendsUser.AccountName = account; After you create the Webtrends User, simple request a profile list by getting list of ProfileDefinition Objects. List<WebTrends.Sdk.Profile.ProfileDefinition> profiles = WebTrends.Sdk.Factory.NavigationFactory.BuildListing(webtrendsUser); Next you will want to grab a report based on the profile you are in and your credentials. List<WebTrends.Sdk.Report.ReportDefinition> reports = WebTrends.Sdk.Factory.NavigationFactory.BuildListing(profiles[i], webtrendsUser); In the code above, i would equate to the specific profile you want from the retrieved list of profiles in the profiles list.  The common scenario is that one has pulled the profiles into a drop down, combo, or list box that the user can select.  Then when the user selects the specific profile that profile object can then be used to pull the List of ReportDefinitions. Once we have the report definitions, all sorts of criteria can be added together to query for a specific report.  This is also were things can get a little tricky.  For instance, take a look at the code below. WebTrends.Sdk.Factory.ReportFactory.CreateDimensionalReport( report.ID.ToString(), profiles[i].ID.ToString(), "2010m01", webtrendsUser); The CreateDimensionalReport takes 4 parameters for this particular overload.  The report ID, profile ID, the Webtrends Date Format, and the Webtrends User Object.  There are a number of other overloads available within this factory's method that allow for passing the specific REST URI, and other criteria to retrieve the report of your choice.  In the near future we will be adding some more to this method also, which will provide more flexibility without needing to use the full REST URI. I will have more on this, so all you Coders out there using Webtrends DX Services, I hope this is helpful!  Enjoy. Original Entry

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  • Rotate an image in a scaled context

    - by nathan
    Here is my working piece of code to rotate an image toward a point (in my case, the mouse cursor). float dx = newx - ploc.x; float dy = newy - ploc.y; float angle = (float) Math.toDegrees(Math.atan2(dy, dx)); Where ploc is the location of the image i'm rotating. And here is the rendering code: g.rotate(loc.x + width / 2, loc.y + height / 2, angle); g.drawImage(frame, loc.x, loc.y); Where loc is the location of the image and "width" and "height" are respectively the width and height of the image. What changes are needed to make it works on a scaled context? e.g make it works with something like g.scale(sx, sy).

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  • Runge-Kutta (RK4) integration for game physics

    - by Kai
    Gaffer on Games has a great article about using RK4 integration for better game physics. The implementation is straightforward but the math behind it confuses me. I understand derivatives and integrals on a conceptual level but I haven't manipulated equations in a long time. Here's the brunt of Gaffer's implementation: void integrate(State &state, float t, float dt) { Derivative a = evaluate(state, t, 0.0f, Derivative()); Derivative b = evaluate(state, t+dt*0.5f, dt*0.5f, a); Derivative c = evaluate(state, t+dt*0.5f, dt*0.5f, b); Derivative d = evaluate(state, t+dt, dt, c); const float dxdt = 1.0f/6.0f * (a.dx + 2.0f*(b.dx + c.dx) + d.dx); const float dvdt = 1.0f/6.0f * (a.dv + 2.0f*(b.dv + c.dv) + d.dv) state.x = state.x + dxdt * dt; state.v = state.v + dvdt * dt; } Can anybody explain in simple terms how RK4 works? Specifically, why are we averaging the derivatives at 0.0f, 0.5f, 0.5f, and 1.0f? How is averaging derivatives up to the 4th order different from doing a simple euler integration with a smaller timestep? After reading the accepted answer below, and several other articles, I have a grasp on how RK4 works. To answer my own questions: Can anybody explain in simple terms how RK4 works? RK4 takes advantage of the fact that we can get a much better approximation of a function if we use its higher-order derivatives rather than just the first or second derivative. That's why the Taylor series converges much faster than Euler approximations. (take a look at the animation on the right side of that page) Specifically, why are we averaging the derivatives at 0.0f, 0.5f, 0.5f, and 1.0f? The Runge-Kutta method is an approximation of a function that samples derivatives of several points within a timestep, unlike the Taylor series which only samples derivatives of a single point. After sampling these derivatives we need to know how to weigh each sample to get the closest approximation possible. An easy way to do this is to pick constants that coincide with the Taylor series, which is how the constants of a Runge-Kutta equation are determined. This article made it clearer for me: http://web.mit.edu/10.001/Web/Course%5FNotes/Differential%5FEquations%5FNotes/node5.html. Notice how (15) is the Taylor series expansion while (17) is the Runge-Kutta derivation. How is averaging derivatives up to the 4th order different from doing a simple euler integration with a smaller timestep? Mathematically it converges much faster than doing many Euler approximations. Of course, with enough Euler approximations we can gain equal accuracy to RK4, but the computational power needed doesn't justify using Euler.

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  • Compiling Havok demos

    - by bobobobo
    I've downloaded and extracted the Havok demos, but the project has dependency on a folder: $(HAVOK_SDKS_DIR)/win32/dx/Include But it didn't set up a HAVOK_SDKS_DIR (there is no installer), and I can't find a win32/dx directory anywhere in the extracted Havok package. How can I get the demo files to build? What am I missing?

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  • Delay On Assembler?

    - by Norm
    Hey, I want to know how i can do delay (Timer) on assembler 16 bit on PC. Thank You for helping, Norm. OS: Windows CODE: delay: inc bx cmp bx,WORD ptr[time] je delay2 jmp delay delay2: inc dx cmp dx,WORD ptr[time2] je delay3 jmp delay mov bx,0 delay3: inc cx cmp cx,WORD ptr[time3] je Finish_delay jmp delay its not work good i need less complicated code

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  • reading from File in assembly

    - by Natasha
    i am trying to read a username and a password from a file in x86 assembly for the perpose of authentication obviously the file consists of two lines , the user name and the password how can i read the two lines seperately and compare them? My attempt: proc read_file mov ah,3dh lea dx,file_name int 21h mov bx, ax xor si,si repeat: mov ah, 3fh lea dx, buffer mov cx, 100 int 21h mov si, ax mov buffer[si], '$' mov ah, 09h int 21h ;print on screen cmp si, 100 je repeat jmp stop;jump to end stop: RET read_file ENDP

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  • creating a 3d plane using Frank Luna's technique

    - by numerical25
    I am creating a 3d plane that lays on the x and z axis. and has hills that extend on the y axis. bulk of the code looks like this float PeaksAndValleys::getHeight(float x, float z)const { return 0.3f*( z*sinf(0.1f*x) + x*cosf(0.1f*z) ); } void PeaksAndValleys::init(ID3D10Device* device, DWORD m, DWORD n, float dx) { md3dDevice = device; mNumRows = m; mNumCols = n; mNumVertices = m*n; mNumFaces = (m-1)*(n-1)*2; // Create the geometry and fill the vertex buffer. std::vector<Vertex> vertices(mNumVertices); float halfWidth = (n-1)*dx*0.5f; float halfDepth = (m-1)*dx*0.5f; for(DWORD i = 0; i < m; ++i) { float z = halfDepth - i*dx; for(DWORD j = 0; j < n; ++j) { float x = -halfWidth + j*dx; // Graph of this function looks like a mountain range. float y = getHeight(x,z); vertices[i*n+j].pos = D3DXVECTOR3(x, y, z); // Color the vertex based on its height. if( y < -10.0f ) vertices[i*n+j].color = BEACH_SAND; else if( y < 5.0f ) vertices[i*n+j].color = LIGHT_YELLOW_GREEN; else if( y < 12.0f ) vertices[i*n+j].color = DARK_YELLOW_GREEN; else if( y < 20.0f ) vertices[i*n+j].color = DARKBROWN; else vertices[i*n+j].color = WHITE; } } D3D10_BUFFER_DESC vbd; vbd.Usage = D3D10_USAGE_IMMUTABLE; vbd.ByteWidth = sizeof(Vertex) * mNumVertices; vbd.BindFlags = D3D10_BIND_VERTEX_BUFFER; vbd.CPUAccessFlags = 0; vbd.MiscFlags = 0; D3D10_SUBRESOURCE_DATA vinitData; vinitData.pSysMem = &vertices[0]; HR(md3dDevice->CreateBuffer(&vbd, &vinitData, &mVB)); // Create the index buffer. The index buffer is fixed, so we only // need to create and set once. std::vector<DWORD> indices(mNumFaces*3); // 3 indices per face // Iterate over each quad and compute indices. int k = 0; for(DWORD i = 0; i < m-1; ++i) { for(DWORD j = 0; j < n-1; ++j) { indices[k] = i*n+j; indices[k+1] = i*n+j+1; indices[k+2] = (i+1)*n+j; indices[k+3] = (i+1)*n+j; indices[k+4] = i*n+j+1; indices[k+5] = (i+1)*n+j+1; k += 6; // next quad } } D3D10_BUFFER_DESC ibd; ibd.Usage = D3D10_USAGE_IMMUTABLE; ibd.ByteWidth = sizeof(DWORD) * mNumFaces*3; ibd.BindFlags = D3D10_BIND_INDEX_BUFFER; ibd.CPUAccessFlags = 0; ibd.MiscFlags = 0; D3D10_SUBRESOURCE_DATA iinitData; iinitData.pSysMem = &indices[0]; HR(md3dDevice->CreateBuffer(&ibd, &iinitData, &mIB)); } My question pretains to the cosf and sinf. I am formiluar with trigonometry and I understand sin, cosine, and tangent. but I am not formiluar with cosf and sinf and what they do. From looking at this example. they have alot to do with finding a y value.

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  • blackberry development problem?

    - by user188391
    i want to create this type of grid field can any one guide me? import net.rim.device.api.ui.Field; import net.rim.device.api.ui.Manager; public class GridFieldManager extends Manager { private int[] columnWidths; private int columns; private int allRowHeight = -1; public GridFieldManager(int columns, long style) { super(style); this.columns = columns; } public GridFieldManager(int[] columnWidths, long style) { super(style); this.columnWidths = columnWidths; this.columns = columnWidths.length; } public GridFieldManager(int[] columnWidths, int rowHeight, long style) { this(columnWidths, style); this.allRowHeight = rowHeight; } protected boolean navigationMovement(int dx, int dy, int status, int time) { int focusIndex = getFieldWithFocusIndex(); while(dy > 0) { focusIndex += columns; if (focusIndex >= getFieldCount()) { return false; // Focus moves out of this manager } else { Field f = getField(focusIndex); if (f.isFocusable()) { // Only move the focus onto focusable fields f.setFocus(); dy--; } } } while(dy < 0) { focusIndex -= columns; if (focusIndex < 0) { return false; } else { Field f = getField(focusIndex); if (f.isFocusable()) { f.setFocus(); dy++; } } } while(dx > 0) { focusIndex ++; if (focusIndex >= getFieldCount()) { return false; } else { Field f = getField(focusIndex); if (f.isFocusable()) { f.setFocus(); dx--; } } } while(dx < 0) { focusIndex --; if (focusIndex < 0) { return false; } else { Field f = getField(focusIndex); if (f.isFocusable()) { f.setFocus(); dx++; } } } return true; } protected void sublayout(int width, int height) { int y = 0; if (columnWidths == null) { columnWidths = new int[columns]; for(int i = 0; i < columns; i++) { columnWidths[i] = width/columns; } } Field[] fields = new Field[columnWidths.length]; int currentColumn = 0; int rowHeight = 0; for(int i = 0; i < getFieldCount(); i++) { fields[currentColumn] = getField(i); layoutChild(fields[currentColumn], columnWidths[currentColumn], height-y); if (fields[currentColumn].getHeight() > rowHeight) { rowHeight = fields[currentColumn].getHeight(); } currentColumn++; if (currentColumn == columnWidths.length || i == getFieldCount()-1) { int x = 0; if (this.allRowHeight >= 0) { rowHeight = this.allRowHeight; } for(int c = 0; c < currentColumn; c++) { long fieldStyle = fields[c].getStyle(); int fieldXOffset = 0; long fieldHalign = fieldStyle & Field.FIELD_HALIGN_MASK; if (fieldHalign == Field.FIELD_RIGHT) { fieldXOffset = columnWidths[c] - fields[c].getWidth(); } else if (fieldHalign == Field.FIELD_HCENTER) { fieldXOffset = (columnWidths[c]-fields[c].getWidth())/2; } int fieldYOffset = 0; long fieldValign = fieldStyle & Field.FIELD_VALIGN_MASK; if (fieldValign == Field.FIELD_BOTTOM) { fieldYOffset = rowHeight - fields[c].getHeight(); } else if (fieldValign == Field.FIELD_VCENTER) { fieldYOffset = (rowHeight-fields[c].getHeight())/2; } setPositionChild(fields[c], x+fieldXOffset, y + fieldYOffset); x += columnWidths[c]; } currentColumn = 0; y += rowHeight; } if (y >= height) { break; } } int totalWidth = 0; for(int i = 0; i < columnWidths.length; i++) { totalWidth += columnWidths[i]; } setExtent(totalWidth, Math.min(y, height)); } }

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  • Single-player pong game

    - by Jam
    I am just starting out learning pygame and livewires, and I'm trying to make a single-player pong game, where you just hit the ball, and it bounces around until it passes your paddle (located on the left side of the screen and controlled by the mouse), which makes you lose. However, I keep getting the error: "Cannot have more than on Screen object", which I can find no references to online really, and I can't make sense of it. I want to eventually make the game more complicated, but I need to make it work first. Help please! Here's the code so far: from livewires import games games.init(screen_width=640, screen_height=480, fps=50) class Paddle(games.Sprite): image=games.load_image("paddle.bmp") def __init__(self): super(Paddle, self).__init__(image=Paddle.image, y=games.mouse.y, left=0) self.score=games.Text(value=0, size=25, top=5, right=games.screen.width-10) games.screen.add(self.score) def update(self): self.y=games.mouse.y self.check_collide() def check_collide(self): for ball in self.overlapping_sprites: self.score.value+=1 self.score.right=games.screen.width-10 ball.handle_collide() class Ball(games.Sprite): image=games.load_image("ball.bmp") speed=1 def __init__(self, x, y=90): super(Ball, self).__init__(image=Ball.image, x=x, y=y, dx=Ball.speed, dy=Ball.speed) def update(self): if self.left<0: self.end_game() self.destroy() def handle_collide(self): if self.right>games.screen.width: self.dx=-self.dx if self.bottom>games.screen.height or self.top<0: self.dy=-self.dy def ball_destroy(self): self.destroy() def main(): background_image=games.load_image("background.bmp", transparent=False) games.screen.background=background_image the_ball=Ball() games.screen.add(the_ball) the_paddle=Paddle() games.screen.add(the_paddle) games.mouse.is_visible=False games.screen.event_grab=True games.screen.mainloop() main()

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  • Query returns too few rows

    - by Tareq
    setup: mysql> create table product_stock( product_id integer, qty integer, branch_id integer); Query OK, 0 rows affected (0.17 sec) mysql> create table product( product_id integer, product_name varchar(255)); Query OK, 0 rows affected (0.11 sec) mysql> insert into product(product_id, product_name) values(1, 'Apsana White DX Pencil'); Query OK, 1 row affected (0.05 sec) mysql> insert into product(product_id, product_name) values(2, 'Diamond Glass Marking Pencil'); Query OK, 1 row affected (0.03 sec) mysql> insert into product(product_id, product_name) values(3, 'Apsana Black Pencil'); Query OK, 1 row affected (0.03 sec) mysql> insert into product_stock(product_id, qty, branch_id) values(1, 100, 1); Query OK, 1 row affected (0.03 sec) mysql> insert into product_stock(product_id, qty, branch_id) values(1, 50, 2); Query OK, 1 row affected (0.03 sec) mysql> insert into product_stock(product_id, qty, branch_id) values(2, 80, 1); Query OK, 1 row affected (0.03 sec) my query: mysql> SELECT IFNULL(SUM(s.qty),0) AS stock, product_name FROM product_stock s RIGHT JOIN product p ON s.product_id=p.product_id WHERE branch_id=1 GROUP BY product_name ORDER BY product_name; returns: +-------+-------------------------------+ | stock | product_name | +-------+-------------------------------+ | 100 | Apsana White DX Pencil | | 80 | Diamond Glass Marking Pencil | +-------+-------------------------------+ 1 row in set (0.00 sec) But I want to have the following result: +-------+------------------------------+ | stock | product_name | +-------+------------------------------+ | 0 | Apsana Black Pencil | | 100 | Apsana White DX Pencil | | 80 | Diamond Glass Marking Pencil | +-------+------------------------------+ To get this result what mysql query should I run?

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  • C lang. -- Error: Segmentation fault

    - by user233542
    I don't understand why this would give me a seg fault. Any ideas? This is the function that returns the signal to stop the program (plus the other function that is called within this): double bisect(double A0,double A1,double Sol[N],double tol,double c) { double Amid,shot; while (A1-A0 > tol) { Amid = 0.5*(A0+A1); shot = shoot(Sol, Amid, c); if (shot==2.*Pi) { return Amid; } if (shot > 2.*Pi){ A1 = Amid; } else if (shot < 2.*Pi){ A0 = Amid; } } return 0.5*(A1+A0); } double shoot(double Sol[N],double A,double c) { int i,j; /*Initial Conditions*/ for (i=0;i<buff;i++) { Sol[i] = 0.; } for (i=buff+l;i<N;i++) { Sol[i] = 2.*Pi; } Sol[buff]= 0; Sol[buff+1]= A*exp(sqrt(1+3*c)*dx); for (i=buff+2;i<buff+l;i++) { Sol[i] = (dx*dx)*( sin(Sol[i-1]) + c*sin(3.*(Sol[i-1])) ) - Sol[i-2] + 2.*Sol[i-1]; } return Sol[i-1]; } The values buff, l, N are defined using a #define statement. l = 401, buff = 50, N = 2000

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  • The correct usage of nested #pragma omp for directives

    - by GoldenLee
    The following code runs like a charm before OpenMP parallelization was applied. In fact, the following code was in a state of endless loop! I'm sure that's result from my incorrect use to the OpenMP directives. Would you please show me the correct way? Thank you very much. #pragma omp parallel for for (int nY = nYTop; nY <= nYBottom; nY++) { for (int nX = nXLeft; nX <= nXRight; nX++) { // Use look-up table for performance dLon = theApp.m_LonLatLUT.LonGrid()[nY][nX] + m_FavoriteSVISSRParams.m_dNadirLon; dLat = theApp.m_LonLatLUT.LatGrid()[nY][nX]; // If you don't want to use longitude/latitude look-up table, uncomment the following line //NOMGeoLocate.XYToGEO(dLon, dLat, nX, nY); if (dLon > 180 || dLat > 180) { continue; } if (Navigation.GeoToXY(dX, dY, dLon, dLat, 0) > 0) { continue; } // Skip void data scanline dY = dY - nScanlineOffset; // Compute coefficients as well as its four neighboring points' values nX1 = int(dX); nX2 = nX1 + 1; nY1 = int(dY); nY2 = nY1 + 1; dCx = dX - nX1; dCy = dY - nY1; dP1 = pIRChannelData->operator [](nY1)[nX1]; dP2 = pIRChannelData->operator [](nY1)[nX2]; dP3 = pIRChannelData->operator [](nY2)[nX1]; dP4 = pIRChannelData->operator [](nY2)[nX2]; // Bilinear interpolation usNomDataBlock[nY][nX] = (unsigned short)BilinearInterpolation(dCx, dCy, dP1, dP2, dP3, dP4); } }

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  • Steganography Experiment - Trouble hiding message bits in DCT coefficients

    - by JohnHankinson
    I have an application requiring me to be able to embed loss-less data into an image. As such I've been experimenting with steganography, specifically via modification of DCT coefficients as the method I select, apart from being loss-less must also be relatively resilient against format conversion, scaling/DSP etc. From the research I've done thus far this method seems to be the best candidate. I've seen a number of papers on the subject which all seem to neglect specific details (some neglect to mention modification of 0 coefficients, or modification of AC coefficient etc). After combining the findings and making a few modifications of my own which include: 1) Using a more quantized version of the DCT matrix to ensure we only modify coefficients that would still be present should the image be JPEG'ed further or processed (I'm using this in place of simply following a zig-zag pattern). 2) I'm modifying bit 4 instead of the LSB and then based on what the original bit value was adjusting the lower bits to minimize the difference. 3) I'm only modifying the blue channel as it should be the least visible. This process must modify the actual image and not the DCT values stored in file (like jsteg) as there is no guarantee the file will be a JPEG, it may also be opened and re-saved at a later stage in a different format. For added robustness I've included the message multiple times and use the bits that occur most often, I had considered using a QR code as the message data or simply applying the reed-solomon error correction, but for this simple application and given that the "message" in question is usually going to be between 10-32 bytes I have plenty of room to repeat it which should provide sufficient redundancy to recover the true bits. No matter what I do I don't seem to be able to recover the bits at the decode stage. I've tried including / excluding various checks (even if it degrades image quality for the time being). I've tried using fixed point vs. double arithmetic, moving the bit to encode, I suspect that the message bits are being lost during the IDCT back to image. Any thoughts or suggestions on how to get this working would be hugely appreciated. (PS I am aware that the actual DCT/IDCT could be optimized from it's naive On4 operation using row column algorithm, or an FDCT like AAN, but for now it just needs to work :) ) Reference Papers: http://www.lokminglui.com/dct.pdf http://arxiv.org/ftp/arxiv/papers/1006/1006.1186.pdf Code for the Encode/Decode process in C# below: using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Drawing.Imaging; using System.Drawing; namespace ImageKey { public class Encoder { public const int HIDE_BIT_POS = 3; // use bit position 4 (1 << 3). public const int HIDE_COUNT = 16; // Number of times to repeat the message to avoid error. // JPEG Standard Quantization Matrix. // (to get higher quality multiply by (100-quality)/50 .. // for lower than 50 multiply by 50/quality. Then round to integers and clip to ensure only positive integers. public static double[] Q = {16,11,10,16,24,40,51,61, 12,12,14,19,26,58,60,55, 14,13,16,24,40,57,69,56, 14,17,22,29,51,87,80,62, 18,22,37,56,68,109,103,77, 24,35,55,64,81,104,113,92, 49,64,78,87,103,121,120,101, 72,92,95,98,112,100,103,99}; // Maximum qauality quantization matrix (if all 1's doesn't modify coefficients at all). public static double[] Q2 = {1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1}; public static Bitmap Encode(Bitmap b, string key) { Bitmap response = new Bitmap(b.Width, b.Height, PixelFormat.Format32bppArgb); uint imgWidth = ((uint)b.Width) & ~((uint)7); // Maximum usable X resolution (divisible by 8). uint imgHeight = ((uint)b.Height) & ~((uint)7); // Maximum usable Y resolution (divisible by 8). // Start be transferring the unmodified image portions. // As we'll be using slightly less width/height for the encoding process we'll need the edges to be populated. for (int y = 0; y < b.Height; y++) for (int x = 0; x < b.Width; x++) { if( (x >= imgWidth && x < b.Width) || (y>=imgHeight && y < b.Height)) response.SetPixel(x, y, b.GetPixel(x, y)); } // Setup the counters and byte data for the message to encode. StringBuilder sb = new StringBuilder(); for(int i=0;i<HIDE_COUNT;i++) sb.Append(key); byte[] codeBytes = System.Text.Encoding.ASCII.GetBytes(sb.ToString()); int bitofs = 0; // Current bit position we've encoded too. int totalBits = (codeBytes.Length * 8); // Total number of bits to encode. for (int y = 0; y < imgHeight; y += 8) { for (int x = 0; x < imgWidth; x += 8) { int[] redData = GetRedChannelData(b, x, y); int[] greenData = GetGreenChannelData(b, x, y); int[] blueData = GetBlueChannelData(b, x, y); int[] newRedData; int[] newGreenData; int[] newBlueData; if (bitofs < totalBits) { double[] redDCT = DCT(ref redData); double[] greenDCT = DCT(ref greenData); double[] blueDCT = DCT(ref blueData); int[] redDCTI = Quantize(ref redDCT, ref Q2); int[] greenDCTI = Quantize(ref greenDCT, ref Q2); int[] blueDCTI = Quantize(ref blueDCT, ref Q2); int[] blueDCTC = Quantize(ref blueDCT, ref Q); HideBits(ref blueDCTI, ref blueDCTC, ref bitofs, ref totalBits, ref codeBytes); double[] redDCT2 = DeQuantize(ref redDCTI, ref Q2); double[] greenDCT2 = DeQuantize(ref greenDCTI, ref Q2); double[] blueDCT2 = DeQuantize(ref blueDCTI, ref Q2); newRedData = IDCT(ref redDCT2); newGreenData = IDCT(ref greenDCT2); newBlueData = IDCT(ref blueDCT2); } else { newRedData = redData; newGreenData = greenData; newBlueData = blueData; } MapToRGBRange(ref newRedData); MapToRGBRange(ref newGreenData); MapToRGBRange(ref newBlueData); for(int dy=0;dy<8;dy++) { for(int dx=0;dx<8;dx++) { int col = (0xff<<24) + (newRedData[dx+(dy*8)]<<16) + (newGreenData[dx+(dy*8)]<<8) + (newBlueData[dx+(dy*8)]); response.SetPixel(x+dx,y+dy,Color.FromArgb(col)); } } } } if (bitofs < totalBits) throw new Exception("Failed to encode data - insufficient cover image coefficients"); return (response); } public static void HideBits(ref int[] DCTMatrix, ref int[] CMatrix, ref int bitofs, ref int totalBits, ref byte[] codeBytes) { int tempValue = 0; for (int u = 0; u < 8; u++) { for (int v = 0; v < 8; v++) { if ( (u != 0 || v != 0) && CMatrix[v+(u*8)] != 0 && DCTMatrix[v+(u*8)] != 0) { if (bitofs < totalBits) { tempValue = DCTMatrix[v + (u * 8)]; int bytePos = (bitofs) >> 3; int bitPos = (bitofs) % 8; byte mask = (byte)(1 << bitPos); byte value = (byte)((codeBytes[bytePos] & mask) >> bitPos); // 0 or 1. if (value == 0) { int a = DCTMatrix[v + (u * 8)] & (1 << HIDE_BIT_POS); if (a != 0) DCTMatrix[v + (u * 8)] |= (1 << HIDE_BIT_POS) - 1; DCTMatrix[v + (u * 8)] &= ~(1 << HIDE_BIT_POS); } else if (value == 1) { int a = DCTMatrix[v + (u * 8)] & (1 << HIDE_BIT_POS); if (a == 0) DCTMatrix[v + (u * 8)] &= ~((1 << HIDE_BIT_POS) - 1); DCTMatrix[v + (u * 8)] |= (1 << HIDE_BIT_POS); } if (DCTMatrix[v + (u * 8)] != 0) bitofs++; else DCTMatrix[v + (u * 8)] = tempValue; } } } } } public static void MapToRGBRange(ref int[] data) { for(int i=0;i<data.Length;i++) { data[i] += 128; if(data[i] < 0) data[i] = 0; else if(data[i] > 255) data[i] = 255; } } public static int[] GetRedChannelData(Bitmap b, int sx, int sy) { int[] data = new int[8 * 8]; for (int y = sy; y < (sy + 8); y++) { for (int x = sx; x < (sx + 8); x++) { uint col = (uint)b.GetPixel(x,y).ToArgb(); data[(x - sx) + ((y - sy) * 8)] = (int)((col >> 16) & 0xff) - 128; } } return (data); } public static int[] GetGreenChannelData(Bitmap b, int sx, int sy) { int[] data = new int[8 * 8]; for (int y = sy; y < (sy + 8); y++) { for (int x = sx; x < (sx + 8); x++) { uint col = (uint)b.GetPixel(x, y).ToArgb(); data[(x - sx) + ((y - sy) * 8)] = (int)((col >> 8) & 0xff) - 128; } } return (data); } public static int[] GetBlueChannelData(Bitmap b, int sx, int sy) { int[] data = new int[8 * 8]; for (int y = sy; y < (sy + 8); y++) { for (int x = sx; x < (sx + 8); x++) { uint col = (uint)b.GetPixel(x, y).ToArgb(); data[(x - sx) + ((y - sy) * 8)] = (int)((col >> 0) & 0xff) - 128; } } return (data); } public static int[] Quantize(ref double[] DCTMatrix, ref double[] Q) { int[] DCTMatrixOut = new int[8*8]; for (int u = 0; u < 8; u++) { for (int v = 0; v < 8; v++) { DCTMatrixOut[v + (u * 8)] = (int)Math.Round(DCTMatrix[v + (u * 8)] / Q[v + (u * 8)]); } } return(DCTMatrixOut); } public static double[] DeQuantize(ref int[] DCTMatrix, ref double[] Q) { double[] DCTMatrixOut = new double[8*8]; for (int u = 0; u < 8; u++) { for (int v = 0; v < 8; v++) { DCTMatrixOut[v + (u * 8)] = (double)DCTMatrix[v + (u * 8)] * Q[v + (u * 8)]; } } return(DCTMatrixOut); } public static double[] DCT(ref int[] data) { double[] DCTMatrix = new double[8 * 8]; for (int v = 0; v < 8; v++) { for (int u = 0; u < 8; u++) { double cu = 1; if (u == 0) cu = (1.0 / Math.Sqrt(2.0)); double cv = 1; if (v == 0) cv = (1.0 / Math.Sqrt(2.0)); double sum = 0.0; for (int y = 0; y < 8; y++) { for (int x = 0; x < 8; x++) { double s = data[x + (y * 8)]; double dctVal = Math.Cos((2 * y + 1) * v * Math.PI / 16) * Math.Cos((2 * x + 1) * u * Math.PI / 16); sum += s * dctVal; } } DCTMatrix[u + (v * 8)] = (0.25 * cu * cv * sum); } } return (DCTMatrix); } public static int[] IDCT(ref double[] DCTMatrix) { int[] Matrix = new int[8 * 8]; for (int y = 0; y < 8; y++) { for (int x = 0; x < 8; x++) { double sum = 0; for (int v = 0; v < 8; v++) { for (int u = 0; u < 8; u++) { double cu = 1; if (u == 0) cu = (1.0 / Math.Sqrt(2.0)); double cv = 1; if (v == 0) cv = (1.0 / Math.Sqrt(2.0)); double idctVal = (cu * cv) / 4.0 * Math.Cos((2 * y + 1) * v * Math.PI / 16) * Math.Cos((2 * x + 1) * u * Math.PI / 16); sum += (DCTMatrix[u + (v * 8)] * idctVal); } } Matrix[x + (y * 8)] = (int)Math.Round(sum); } } return (Matrix); } } public class Decoder { public static string Decode(Bitmap b, int expectedLength) { expectedLength *= Encoder.HIDE_COUNT; uint imgWidth = ((uint)b.Width) & ~((uint)7); // Maximum usable X resolution (divisible by 8). uint imgHeight = ((uint)b.Height) & ~((uint)7); // Maximum usable Y resolution (divisible by 8). // Setup the counters and byte data for the message to decode. byte[] codeBytes = new byte[expectedLength]; byte[] outBytes = new byte[expectedLength / Encoder.HIDE_COUNT]; int bitofs = 0; // Current bit position we've decoded too. int totalBits = (codeBytes.Length * 8); // Total number of bits to decode. for (int y = 0; y < imgHeight; y += 8) { for (int x = 0; x < imgWidth; x += 8) { int[] blueData = ImageKey.Encoder.GetBlueChannelData(b, x, y); double[] blueDCT = ImageKey.Encoder.DCT(ref blueData); int[] blueDCTI = ImageKey.Encoder.Quantize(ref blueDCT, ref Encoder.Q2); int[] blueDCTC = ImageKey.Encoder.Quantize(ref blueDCT, ref Encoder.Q); if (bitofs < totalBits) GetBits(ref blueDCTI, ref blueDCTC, ref bitofs, ref totalBits, ref codeBytes); } } bitofs = 0; for (int i = 0; i < (expectedLength / Encoder.HIDE_COUNT) * 8; i++) { int bytePos = (bitofs) >> 3; int bitPos = (bitofs) % 8; byte mask = (byte)(1 << bitPos); List<int> values = new List<int>(); int zeroCount = 0; int oneCount = 0; for (int j = 0; j < Encoder.HIDE_COUNT; j++) { int val = (codeBytes[bytePos + ((expectedLength / Encoder.HIDE_COUNT) * j)] & mask) >> bitPos; values.Add(val); if (val == 0) zeroCount++; else oneCount++; } if (oneCount >= zeroCount) outBytes[bytePos] |= mask; bitofs++; values.Clear(); } return (System.Text.Encoding.ASCII.GetString(outBytes)); } public static void GetBits(ref int[] DCTMatrix, ref int[] CMatrix, ref int bitofs, ref int totalBits, ref byte[] codeBytes) { for (int u = 0; u < 8; u++) { for (int v = 0; v < 8; v++) { if ((u != 0 || v != 0) && CMatrix[v + (u * 8)] != 0 && DCTMatrix[v + (u * 8)] != 0) { if (bitofs < totalBits) { int bytePos = (bitofs) >> 3; int bitPos = (bitofs) % 8; byte mask = (byte)(1 << bitPos); int value = DCTMatrix[v + (u * 8)] & (1 << Encoder.HIDE_BIT_POS); if (value != 0) codeBytes[bytePos] |= mask; bitofs++; } } } } } } } UPDATE: By switching to using a QR Code as the source message and swapping a pair of coefficients in each block instead of bit manipulation I've been able to get the message to survive the transform. However to get the message to come through without corruption I have to adjust both coefficients as well as swap them. For example swapping (3,4) and (4,3) in the DCT matrix and then respectively adding 8 and subtracting 8 as an arbitrary constant seems to work. This survives a re-JPEG'ing of 96 but any form of scaling/cropping destroys the message again. I was hoping that by operating on mid to low frequency values that the message would be preserved even under some light image manipulation.

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  • 1136: Incorrect number of arguments. Expected 0.? AS3 Flash Cs4

    - by charmaine
    Basically i am working through a book called..Foundation Actionscript 3.0 Animation, making things move. i am now on Chapter 9 - collision detection. On two lines of my code i get the 1135 error, letting me know that i have an incorrect number of arguments. Can anybody help me out on why this may be? package { import flash.display.Sprite; import flash.events.Event; public class Bubbles extends Sprite { private var balls:Array; private var numBalls:Number = 10; private var centerBall:Ball; private var bounce:Number = -1; private var spring:Number = 0.2; public function Bubbles() { init(); } private function init():void { balls = new Array(); centerBall = new Ball(100, 0xcccccc); addChild(centerBall); centerBall.x = stage.stageWidth / 2; centerBall.y = stage.stageHeight / 2; for(var i:uint = 0; i < numBalls; i++) { var ball:Ball = new Ball(Math.random() * 40 + 5, Math.random() * 0xffffff); ball.x = Math.random() * stage.stageWidth; ball.y = Math.random() * stage.stageHeight; ball.vx = Math.random() * 6 - 3; ball.vy = Math.random() * 6 - 3; addChild(ball); balls.push(ball); } addEventListener(Event.ENTER_FRAME, onEnterFrame); } private function onEnterFrame(event:Event):void { for(var i:uint = 0; i < numBalls; i++) { var ball:Ball = balls[i]; move(ball); var dx:Number = ball.x - centerBall.x; var dy:Number = ball.y - centerBall.y; var dist:Number = Math.sqrt(dx * dx + dy * dy); var minDist:Number = ball.radius + centerBall.radius; if(dist < minDist) { var angle:Number = Math.atan2(dy, dx); var tx:Number = centerBall.x + Math.cos(angle) * minDist; var ty:Number = centerBall.y + Math.sin(angle) * minDist; ball.vx += (tx - ball.x) * spring; ball.vy += (ty - ball.y) * spring; } } } ***private function move(ball:Ball):void*** { ball.x += ball.vx; ball.y += ball.vy; if(ball.x + ball.radius > stage.stageWidth) { ball.x = stage.stageWidth - ball.radius; ball.vx *= bounce; } else if(ball.x - ball.radius < 0) { ball.x = ball.radius; ball.vx *= bounce; } ***if(ball.y + ball.radius > stage.stageHeight)*** { ball.y = stage.stageHeight - ball.radius; ball.vy *= bounce; } else if(ball.y - ball.radius < 0) { ball.y = ball.radius; ball.vy *= bounce; } } } } The bold parts are the lines im having trouble with! please help..thanks in advance!!

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  • Assembly load and execute issue

    - by Jean Carlos Suárez Marranzini
    I'm trying to develop Assembly code allowing me to load and execute(by input of the user) 2 other Assembly .EXE programs. I'm having two problems: -I don't seem to be able to assign the pathname to a valid register(Or maybe incorrect syntax) -I need to be able to execute the other program after the first one (could be either) started its execution. This is what I have so far: mov ax,cs ; moving code segment to data segment mov ds,ax mov ah,1h ; here I read from keyboard int 21h mov dl,al cmp al,'1' ; if 1 jump to LOADRUN1 JE LOADRUN1 popf cmp al,'2' ; if 1 jump to LOADRUN2 JE LOADRUN2 popf LOADRUN1: MOV AH,4BH MOV AL,00 LEA DX,[PROGNAME1] ; Not sure if it works INT 21H LOADRUN2: MOV AH,4BH MOV AL,00 LEA DX,[PROGNAME2] ; Not sure if it works INT 21H ; Here I define the bytes containing the pathnames PROGNAME1 db 'C:\Users\Usuario\NASM\Adding.exe',0 PROGNAME2 db 'C:\Users\Usuario\NASM\Substracting.exe',0 I just don't know how start another program by input in the 'parent' program, after one is already executing. Thanks in advance for your help! Any additional information I'll be more than happy to provide. -I'm using NASM 16 bits, Windows 7 32 bits.

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  • Edge Detection on Screen

    - by user2056745
    I have a edge collision problem with a simple game that i am developing. Its about throwing a coin across the screen. I am using the code below to detect edge collisions so i can make the coin bounce from the edges of the screen. Everything works as i want except one case. When the coin hits left edge and goes to right edge the system doesnt detect the collision. The rest cases are working perfectly, like hitting the right edge first and then the left edge. Can someone suggest a solution for it? public void onMove(float dx, float dy) { coinX += dx; coinY += dy; if (coinX > rightBorder) { coinX = ((rightBorder - coinX) / 3) + rightBorder; } if (coinX < leftBorder) { coinX = -(coinX) / 3; } if (coinY > bottomBorder) { coinY = ((bottomBorder - coinY) / 3) + bottomBorder; } invalidate(); }

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