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  • How to Split a Cell Part of a Row and Keep the Rest of the Rows - Google Spreadsheets

    - by user3527095
    I am trying to do the following: I have row 1. I have values A1, B1, and C1. A1 contains a few names separated by a comma. I want to split A1 by these names while copying over the values from B1 and C1 into the split columns of A1. For example, I have this: (A1 B1 C1) bob,sam,bill 99 10 I want to have this: bob 99 10 sam 99 10 bill 99 10 I am also doing this on Google Sheets, I tried using combinations of Split, Join, and Transpose but can't seem to figure it out. Any help would be appreciated, thanks. EDIT: any updates? EDIT: still trying to figure this out.

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  • JAVA. Writing a matrix in a file using column information.

    - by Dmitry
    Hello, everybody! I have a file in which a matrix is stored. This file has a RandomAccessFile type. This matrix is stored by columns. I mean that in an i-th row of this matrix an i-th column (of a real matrix) is stored. There is an example: i-th row: 1 2 3 4 (in the file). That means that the real matrix has an i-th column: (1 2 3 4)(transpose). I need to save this matrix in natural way (by rows) in a new file, which I will then open with FileReader and display with TestArea. DO you know, how to do that? If so, please help =)

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  • Show me some cool python list comprehensions

    - by christangrant
    One of the major strengths of python and a few other (functional) programming languages are the list comprehension. They allow programmers to write complex expressions in 1 line. They may be confusing at first but if one gets used to the syntax, it is much better than nested complicated for loops. With that said, please share with me some of the coolest uses of list comprehensions. (By cool, I just mean useful) It could be for some programming contest, or a production system. For example: To do the transpose of a matrix mat >>> mat = [ ... [1, 2, 3], ... [4, 5, 6], ... [7, 8, 9], ... ] >>> [[row[i] for row in mat] for i in [0, 1, 2]] [[1, 4, 7], [2, 5, 8], [3, 6, 9]] Please include a description of the expression and where it was used (if possible).

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  • ruby: sum corresponding members of two arrays

    - by jjnevis
    I've got two (or more) arrays with 12 integers in each (corresponding to values for each month). All I want is to add them together so that I've got a single array with summed values for each month. Here's an example with three values: [1,2,3] and [4,5,6] = [5,7,9] The best I could come up with was: [[1,2,3],[4,5,6]].transpose.map{|arr| arr.inject{|sum, element| sum+element}} #=> [5,7,9] Is there a better way of doing this? It just seems such a basic thing to want to do.

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  • How do I draw a scene with 2 nested frames

    - by Guido Granobles
    I have been trying for long time to figure out this: I have loaded a model from a directx file (I am using opengl and Java) the model have a hierarchical system of nested reference frames (there are not bones). There are just 2 frames, one of them is called x3ds_Torso and it has a child frame called x3ds_Arm_01. Each one of them has a mesh. The thing is that I can't draw the arm connected to the body. Sometimes the body is in the center of the screen and the arm is at the top. Sometimes they are both in the center. I know that I have to multiply the matrix transformation of every frame by its parent frame starting from the top to the bottom and after that I have to multiply every vertex of every mesh by its final transformation matrix. So I have this: public void calculeFinalMatrixPosition(Bone boneParent, Bone bone) { System.out.println("-->" + bone.name); if (boneParent != null) { bone.matrixCombined = bone.matrixTransform.multiply(boneParent.matrixCombined); } else { bone.matrixCombined = bone.matrixTransform; } bone.matrixFinal = bone.matrixCombined; for (Bone childBone : bone.boneChilds) { calculeFinalMatrixPosition(bone, childBone); } } Then I have to multiply every vertex of the mesh: public void transformVertex(Bone bone) { for (Iterator<Mesh> iterator = meshes.iterator(); iterator.hasNext();) { Mesh mesh = iterator.next(); if (mesh.boneName.equals(bone.name)) { float[] vertex = new float[4]; double[] newVertex = new double[3]; if (mesh.skinnedVertexBuffer == null) { mesh.skinnedVertexBuffer = new FloatDataBuffer( mesh.numVertices, 3); } mesh.vertexBuffer.buffer.rewind(); while (mesh.vertexBuffer.buffer.hasRemaining()) { vertex[0] = mesh.vertexBuffer.buffer.get(); vertex[1] = mesh.vertexBuffer.buffer.get(); vertex[2] = mesh.vertexBuffer.buffer.get(); vertex[3] = 1; newVertex = bone.matrixFinal.transpose().multiply(vertex); mesh.skinnedVertexBuffer.buffer.put(((float) newVertex[0])); mesh.skinnedVertexBuffer.buffer.put(((float) newVertex[1])); mesh.skinnedVertexBuffer.buffer.put(((float) newVertex[2])); } mesh.vertexBuffer = new FloatDataBuffer( mesh.numVertices, 3); mesh.skinnedVertexBuffer.buffer.rewind(); mesh.vertexBuffer.buffer.put(mesh.skinnedVertexBuffer.buffer); } } for (Bone childBone : bone.boneChilds) { transformVertex(childBone); } } I know this is not the more efficient code but by now I just want to understand exactly how a hierarchical model is organized and how I can draw it on the screen. Thanks in advance for your help.

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  • Selectively Exposing Functionallity in .Net

    - by David V. Corbin
    Any developer should be aware of the principles of encapsulation, cross-tier isolation, and cross-functional separation of concerns. However, it seems the few take the time to consider the adage of "minimal yet complete"1 when developing the software. Consider the exposure of "business objects" to the user interface. Some common situations occur: Accessing a given element requires a compound set of calls that do not "make sense" to the User Interface. More information than absolutely required is exposed to the user interface It would be much cleaner if a custom interface was provided that exposed exactly (and only) the information that is required by the consumer. Achieving this using conventional techniques would require the creation (and maintenance!) of custom classes to filter and transpose the information into the ideal format. Determining the ROI on this approach can be very difficult to ascertain, and as a result it is often ignored completely. There is another approach, which is largely made practical by virtual of the Action and Func delegates. From a callers point of view, the following two samples can be used interchangeably:     interface ISomeInterface     {         void SampleMethod1(string param);         string SamepleMethod2(string param);     }       class ISomeInterface     {         public Action<string> SampleMethod1 {get; }         public Func<string,string> SamepleMethod2 {get; }     }   The capabilities this simple changes enable are significant (and remember it does not cange the syntax at the call site): The delegates can be initialized to directly call the proper method of any target class. The delegates can be dynamically updated based on the current state. The "interface" can NOT be cast to the concrete class (which often exposes more functionallity). This patterns By limiting the interface to the exact functionallity required, the reduced surface area will typically result in lower development, testing and maintenance costs. We are currently in the process of posting a project on CodePlex which illustrates this (and many other) techniques which have proven helpful in creating robust yet flexible solutions that are highly efficient2 and maintainable. This post will be updated as soon as the project is published. 1) Credit: Scott  Meyers, Effective C++, Addison-Wesley 1992 2) For those who read my previous post on performance it should be noted that the use of delegates is on the same order of magnitude (actually a tiny amount faster) as conventional interfaces.

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  • How can I attach a model to the bone of another model?

    - by kaykayman
    I am trying to attach one animated model to one of the bones of another animated model in an XNA game. I've found a few questions/forum posts/articles online which explain how to attach a weapon model to the bone of another model (which is analogous to what I'm trying to achieve), but they don't seem to work for me. So as an example: I want to attach Model A to a specific bone in Model B. Question 1. As I understand it, I need to calculate the transforms which are applied to the bone on Model B and apply these same transforms to every bone in Model A. Is this right? Question 2. This is my code for calculating the Transforms on a specific bone. private Matrix GetTransformPaths(ModelBone bone) { Matrix result = Matrix.Identity; while (bone != null) { result = result * bone.Transform; bone = bone.Parent; } return result; } The maths of Matrices is almost entirely lost on me, but my understanding is that the above will work its way up the bone structure to the root bone and my end result will be the transform of the original bone relative to the model. Is this right? Question 3. Assuming that this is correct I then expect that I should either apply this to each bone in Model A, or in my Draw() method: private void DrawModel(SceneModel model, GameTime gametime) { foreach (var component in model.Components) { Matrix[] transforms = new Matrix[component.Model.Bones.Count]; component.Model.CopyAbsoluteBoneTransformsTo(transforms); Matrix parenttransform = Matrix.Identity; if (!string.IsNullOrEmpty(component.ParentBone)) parenttransform = GetTransformPaths(model.GetBone(component.ParentBone)); component.Player.Update(gametime.ElapsedGameTime, true, Matrix.Identity); Matrix[] bones = component.Player.GetSkinTransforms(); foreach (SkinnedEffect effect in mesh.Effects) { effect.SetBoneTransforms(bones); effect.EnableDefaultLighting(); effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateRotationY(MathHelper.ToRadians(model.Angle)) * Matrix.CreateTranslation(model.Position) * parenttransform; effect.View = getView(); effect.Projection = getProjection(); effect.Alpha = model.Opacity; } } mesh.Draw(); } I feel as though I have tried every conceivable way of incorporating the parenttransform value into the draw method. The above is my most recent attempt. Is what I'm trying to do correct? And if so, is there a reason it doesn't work? The above Draw method seems to transpose the models x/z position - but even at these wrong positions, they do not account for the animation of Model B at all. Note: As will be evident from the code my "model" is comprised of a list of "components". It is these "components" that correspond to a single "Microsoft.Xna.Framework.Graphics.Model"

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  • I need to take the first three letters of a filename and set it into a text file, in a certain fashion. How can I do this?

    - by JuniorD
    Okay, so I need to take the first three letters of a file from a list of files, and place this into a text file in a certain manner. I will provide examples below. Lets say that I have two file names in the same directory, one called cougar.txt and the other bear.txt. These are in the animals directory. I need to take the first three letters of these words, and transpose them into a text file along with the directory, in the following format: BEA = "animals/bear.txt" COU = "animals/cougar.txt" This should happen with any random thing that might be in the list. I'm fairly new to this sort of coding, so I'm not quite sure which language to use, and I'm learning as I go. This new challenge seems fairly daunting to me, and I would be much appreciated if you guys could help. Also, I'm using Windows 7. Been attempting at this all day, to no avail. Preferably done in batch, but if that is impossible I'm open to recommendations.

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  • Child transforms problem when loading 3DS models using assimp

    - by MhdSyrwan
    I'm trying to load a textured 3d model into my scene using assimp model loader. The problem is that child meshes are not situated correctly (they don't have the correct transformations). In brief: all the mTansform matrices are identity matrices, why would that be? I'm using this code to render the model: void recursive_render (const struct aiScene *sc, const struct aiNode* nd, float scale) { unsigned int i; unsigned int n=0, t; aiMatrix4x4 m = nd->mTransformation; m.Scaling(aiVector3D(scale, scale, scale), m); // update transform m.Transpose(); glPushMatrix(); glMultMatrixf((float*)&m); // draw all meshes assigned to this node for (; n < nd->mNumMeshes; ++n) { const struct aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]]; apply_material(sc->mMaterials[mesh->mMaterialIndex]); if (mesh->HasBones()){ printf("model has bones"); abort(); } if(mesh->mNormals == NULL) { glDisable(GL_LIGHTING); } else { glEnable(GL_LIGHTING); } if(mesh->mColors[0] != NULL) { glEnable(GL_COLOR_MATERIAL); } else { glDisable(GL_COLOR_MATERIAL); } for (t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace* face = &mesh->mFaces[t]; GLenum face_mode; switch(face->mNumIndices) { case 1: face_mode = GL_POINTS; break; case 2: face_mode = GL_LINES; break; case 3: face_mode = GL_TRIANGLES; break; default: face_mode = GL_POLYGON; break; } glBegin(face_mode); for(i = 0; i < face->mNumIndices; i++)// go through all vertices in face { int vertexIndex = face->mIndices[i];// get group index for current index if(mesh->mColors[0] != NULL) Color4f(&mesh->mColors[0][vertexIndex]); if(mesh->mNormals != NULL) if(mesh->HasTextureCoords(0))//HasTextureCoords(texture_coordinates_set) { glTexCoord2f(mesh->mTextureCoords[0][vertexIndex].x, 1 - mesh->mTextureCoords[0][vertexIndex].y); //mTextureCoords[channel][vertex] } glNormal3fv(&mesh->mNormals[vertexIndex].x); glVertex3fv(&mesh->mVertices[vertexIndex].x); } glEnd(); } } // draw all children for (n = 0; n < nd->mNumChildren; ++n) { recursive_render(sc, nd->mChildren[n], scale); } glPopMatrix(); } What's the problem in my code ? I've added some code to abort the program if there's any bone in the meshes, but the program doesn't abort, this means : no bones, is that normal? if (mesh->HasBones()){ printf("model has bones"); abort(); } Note: I am using openGL & SFML & assimp

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  • glm matrix conversion for DirectX

    - by niktehpui
    For on of the coursework specification I need to work with DirectX, so I tried to implement a DirectX Renderer in my small cross-platform framework (to have it optionally available for Windows). Since I want to stick to my dependencies I want use glm for vector/matrix/quaternions math. The vectors seem to be fully compatible with DirectX, but the glm::mat4 is not working properly in DirectX Effects Framework. I assumed the reason is that DirectX uses row majors layouts and OpenGL column majors (although if I remember right internally in HLSL DX uses column major as well), so I transposed the matrix, but I still get no proper results compared to using XNA-Math. XNA-Version of the code (works): XMMATRIX world = XMMatrixIdentity(); XMMATRIX view = XMMatrixLookAtLH(XMVectorSet(5.0, 5.0, 5.0, 1.0f), XMVectorZero(), XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f)); XMMATRIX proj = XMMatrixPerspectiveFovLH(0.25f*3.14f, 1.25f, 1.0f, 1000.0f); XMMATRIX worldViewProj = world*view*proj; m_fxWorldViewProj->SetMatrix(reinterpret_cast<float*>(&worldViewProj)); This works flawlessly and displays the expected colored cube. GLM-Version (does not work): glm::mat4 world(1.0f); glm::mat4 view = glm::lookAt(glm::vec3(5.0f, 5.0f, 5.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f)); glm::mat4 proj = glm::perspective(0.25f*3.14f, 1.25f, 1.0f, 1000.0f); glm::mat4 worldViewProj = glm::transpose(world*view*proj); m_fxWorldViewProj->SetMatrix(glm::value_ptr(worldViewProj)); Displays nothing, screen stays black. I really would like to stick to glm on all platforms.

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  • Regex to extract this semi formatted data

    - by Codygman
    Alright, I can't quite figure out how to do this. Given the following text: Roland AX-1: /start Roland's AX-1 strap-on remote MIDI controller has a very impressive 45-note velocity sensitive keyboard, and has switchable velocity curves, goes octave up/down, transpose, split/layering zones, and has fun tempo control for sequencers and more. Roland's AX-1 comes with a built-in GS control for total MIDI control of GM/GS synths. Its "Expression Bar" can control pitch and mod via an almost ribbon-like controller. It's also the newest and most advanced remote controller for your synths or midi modules. /end Roland AX-7: /start Roland's AX-7 builds on the infamous Roland AX-1 design. You just strap it on and put it to the front of the stage. Offering several controllers, such as: a D-Beam, then you can open the door to amazing live performance. 7-segment LED display, larger patch memory (Around 128 patches with MIDI data backup), and comes with GM2/GS compatibility make it extra easy to use. The 45-note, velocity-sensitive keyboard. 5 realtime controllers including a data entry knob, touch controller knob, opression bar, a hold button, and D-Beam. 128 patches with MIDI data backup. 2 MIDI zones. /end I'm trying to use the following: /^([\w\d \-]*):\s\s\s\s^\/start([^\:]*)\/end$/im You can see on rubular here: http://rubular.com/r/BVRRHsnWdp Thanks for any help. I guess i'm trying to match blocks of text until I hit the next title which always ends with a :$

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  • vtk glyphs 3D, indenpently color and rotation

    - by user3684219
    I try to display thanks to vtk (python wrapper) several glyphs in a scene with each their own colour and rotation. Unfortunately, just the rotation (using vtkTensorGlyph) is taken in consideration by vtk. Reversely, just color is taken in consideration when I use a vtkGlyph3D. Here is a ready to use piece of code with a vtkTensorGlyph. Each cube should have a random color but there all will be in the same color. I read and read again the doc of vtk but I found no solution. Thanks in advance for any idea #!/usr/bin/env python # -*- coding: utf-8 -*- import vtk import scipy.linalg as sc import random as ra import numpy as np import itertools points = vtk.vtk.vtkPoints() # where to locate each glyph in the scene tensors = vtk.vtkDoubleArray() # rotation for each glyph tensors.SetNumberOfComponents(9) colors = vtk.vtkUnsignedCharArray() # should be the color for each glyph colors.SetNumberOfComponents(3) # let's make 10 cubes in the scene for i in range(0, 50, 5): points.InsertNextPoint(i, i, i) # position of a glyph colors.InsertNextTuple3(ra.randint(0, 255), ra.randint(0, 255), ra.randint(0, 255) ) # pick random color rot = list(itertools.chain(*np.reshape(sc.orth(np.random.rand(3, 3)).transpose(), (1, 9)).tolist())) # random rotation matrix (row major) tensors.InsertNextTuple9(*rot) polydata = vtk.vtkPolyData() # create the polydatas polydata.SetPoints(points) polydata.GetPointData().SetTensors(tensors) polydata.GetPointData().SetScalars(colors) cubeSource = vtk.vtkCubeSource() cubeSource.Update() glyphTensor = vtk.vtkTensorGlyph() glyphTensor.SetColorModeToScalars() # is it really work ? try: glyphTensor.SetInput(polydata) except AttributeError: glyphTensor.SetInputData(polydata) glyphTensor.SetSourceConnection(cubeSource.GetOutputPort()) glyphTensor.ColorGlyphsOn() # should not color all cubes independently ? glyphTensor.ThreeGlyphsOff() glyphTensor.ExtractEigenvaluesOff() glyphTensor.Update() # next is usual vtk code mapper = vtk.vtkPolyDataMapper() mapper.SetInputConnection(glyphTensor.GetOutputPort()) actor = vtk.vtkActor() actor.SetMapper(mapper) ren = vtk.vtkRenderer() ren.SetBackground(0.2, 0.5, 0.3) ren.AddActor(actor) renwin = vtk.vtkRenderWindow() renwin.AddRenderer(ren) iren = vtk.vtkRenderWindowInteractor() iren.SetInteractorStyle(vtk.vtkInteractorStyleTrackballCamera()) iren.SetRenderWindow(renwin) renwin.Render() iren.Initialize() renwin.Render() iren.Start()

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  • is there a Universal Model for languages?

    - by Smandoli
    Many programming languages share generic and even fairly universal features. For example, if you compared Java, VB6, .NET, PHP, Python, then you would find common functions such as control structures, numeric and string manipulation, etc. What has been done to define these features at a meta-language (or language-agnostic) level? UML offers a descriptive reference of software in every aspect, but the real-world focus seems to be data processes. Is UML relevant? I'm not asking "Why we don't have a single language that replaces the current plethora." We need many different tools (at least in this eon). I'm not asking that all languages fit a template -- assembly vs. compiled languages are different enough to make that unfeasible (and some folks call HTML a language, though I wouldn't). Any attempt would start with a properly narrow scope. In line with this, I wouldn't expect the model to cover even a small selection with full validity. I would expect however that such a model could be used to transpose from one language to another (with limited goals -- think jist translation).

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  • Have I found a security problem in an API or do I just not understand SSL?

    - by jamieb
    I'm working on building a set of Python bindings around an XML-based API provided by a vendor. The vendor requires that all transactions be conducted over SSL. Using a Linux box, I created a key file and a CSR for my application. Using their self-service web portal, I then generate a certificate using that CSR. Both the key file and the certificate are used when making the SSL request to the API. I'm now working on designing exception classes to make error messages more verbose (and, hopefully, more useful to developers using my bindings). Part of my testing has included altering the key file: transpose a couple characters here, replace 4 or 5 with random characters there, etc. To my surprise, altering the key file had no effect! As long as I didn't change the total length of it, the API didn't complain about a bad key file. The only way I was able to throw an error was by swapping in a completely different key from another application. At that point, the API complained about the Common Name not matching. Is this normal behavior or has the vendor not properly implemented SSL?

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  • Performing a SVD on tweets. Memory problem

    - by plotti
    I have generated a huge csv file as an output from my pos tagging and stemming. It looks like this: word1, word2, word3, ..., word14400 person1 1 2 0 1 person2 0 0 1 0 ... person650 It contains the word counts for each person. Like this I am getting characteristic vectors for each person. I want to run a SVD on this beast, but it seems the matrix is too big to be held in memory to perform the operation. My quesion is: should i reduce the column size by removing words which have a column sum of for example 1, which means that they have been used only once. Do I bias the data too much with this attempt? I tried the rapidminer attempt, by loading the csv into the db. and then sequentially reading it in with batches for processing, like rapidminer proposes. But Mysql can't store that many columns in a table. If i transpose the data, and then retranspose it on import it also takes ages.... -- So in general I am asking for advice how to perform a svd on such a corpus.

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  • Error with zoomStartTime and AnnotatedTimeLine

    - by user973025
    I'm a bit of a beginner with Javascript, but last month I had a working Google chart linked to a Google Docs file, which uses a start date for the graph at 90 days before the current date. I checked the page today and in Chrome I get the message "Object # has no method 'getTime'", and in Firefox I get the message "b.zoomStartTime[y] is not a function". Both stop the graph from loading. I have simplified the code to help me with the error, but I'm not getting anywhere... Here's the code: <script type="text/javascript"> var oldDate = new Date(); oldDate.setDate(oldDate.getDate() - 90); </script> <script type="text/javascript" src="//ajax.googleapis.com/ajax/static/modules/gviz/1.0/chart.js"> { "dataSourceUrl": "//docs.google.com/spreadsheet/tq?key=0AkQH6d2CUv_qdDhwd3gtZzdTVFlNX3AwX2xUSUVuclE&transpose=0&headers=-1&range=A1%3AB2436&gid=0&pub=1", "options": { "zoomStartTime": oldDate, "width": 650, "height": 371 }, "chartType": "AnnotatedTimeLine", } </script> Any ideas would be hugely appreciated. David.

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  • Parsing a Multi-Index Excel File in Pandas

    - by rhaskett
    I have a time series excel file with a tri-level column MultiIndex that I would like to successfully parse if possible. There are some results on how to do this for an index on stack overflow but not the columns and the parse function has a header that does not seem to take a list of rows. The ExcelFile looks like is like the following: Column A is all the time series dates starting on A4 Column B has top_level1 (B1) mid_level1 (B2) low_level1 (B3) data (B4-B100+) Column C has null (C1) null (C2) low_level2 (C3) data (C4-C100+) Column D has null (D1) mid_level2 (D2) low_level1 (D3) data (D4-D100+) Column E has null (E1) null (E2) low_level2 (E3) data (E4-E100+) ... So there are two low_level values many mid_level values and a few top_level values but the trick is the top and mid level values are null and are assumed to be the values to the left. So, for instance all the columns above would have top_level1 as the top multi-index value. My best idea so far is to use transpose, but the it fills Unnamed: # everywhere and doesn't seem to work. In Pandas 0.13 read_csv seems to have a header parameter that can take a list, but this doesn't seem to work with parse.

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  • Using ddply() to Get Frequency of Certain IDs, by Appearance in Multiple Rows (in R)

    - by EconomiCurtis
    Goal If the following description is hard follow, please see the example "before" and "after" to see a straightforward example. I have bartering data, with unique trade ids, and two sides of the trade. Side1 and Side2 are baskets, lists of item ids that represent both sides of the barter transaction. I'd like to count the frequency each ITEM appears in TRADES. E.g, if item "001" appeared in 3 trades, I'd have a count of 3 (ignoring how many times the item appeared in each trade). Further, I'd like to do this with the plyr ddply function. (If you're interested as to my motivation, I working over many hundreds of thousands of transactions and am already using a ddply to calculate several other summary statistics. I'd like to add this to the ddply I'm already using, rather than calculate it after, and merge it into the ddply output.... sorry if that was difficult to follow.) In terms of pseudo code I'm working off of: merge each row of Side1 and Side2 by row, get unique() appearances of each item id apply table() function transpose and relabel output from table Example of the structure of my data, and the output I desire. Data Example (before): df <- data.frame(TradeID = c("01","02","03","04")) df$Side1 = list(c("001","001","002"), c("002","002","003"), c("001","004"), c("001","002","003","004")) df$Side2 = list(c("001"),c("007"),c("009"),c()) Desired Output (after): df.ItemRelFreq_byTradeID <- data.frame(ItemID = c("001","002","003","004","007","009"), RelFreq_byTrade = c(3,3,2,2,1,1)) One method to do this without ddply I've worked out one way to do this below. My problem is that I can't quite seem to get ddply to do this for me. temp <- table(unlist(sapply(mapply(c,df$Side1,df$Side2), unique))) df.ItemRelFreq_byTradeID <- data.frame(ItemID = names(temp), RelFreq_byTrade = temp[]) Thanks for any help you can offer! Curtis

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  • Syncronizing XML file with MySQL database

    - by Fred K
    My company uses an internal management software for storing products. They want to transpose all the products in a MySql database so they can do available their products on the company website. Notice: they will continue to use their own internal software. This software can exports all the products in various file format (including XML). The syncronization not have to be in real time, they are satisfied to syncronize the MySql database once a day (late night). Also, each product in their software has one or more images, then I have to do available also the images on the website. Here is an example of an XML export: <?xml version="1.0" encoding="UTF-8"?> <export_management userid="78643"> <product id="1234"> <version>100</version> <insert_date>2013-12-12 00:00:00</insert_date> <warrenty>true</warrenty> <price>139,00</price> <model> <code>324234345</code> <model>Notredame</model> <color>red</color> <size>XL</size> </model> <internal> <color>green</color> <size>S</size> </internal> <options> <s_option>some option</standard_option> <s_option>some option</standard_option> <extra_option>some option</extra> <extra_option>some option</extra> </options> <images> <image> <small>1234_0.jpg</small> </image> <image> <small>1234_1.jpg</small> </image> </images> </product> </export_management> Some ideas for how can I do it? Or if you have better ideas to do that.

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  • How to rotate a set of points on z = 0 plane in 3-D, preserving pairwise distances?

    - by cagirici
    I have a set of points double n[] on the plane z = 0. And I have another set of points double[] m on the plane ax + by + cz + d = 0. Length of n is equal to length of m. Also, euclidean distance between n[i] and n[j] is equal to euclidean distance between m[i] and m[j]. I want to rotate n[] in 3-D, such that for all i, n[i] = m[i] would be true. In other words, I want to turn a plane into another plane, preserving the pairwise distances. Here's my code in java. But it does not help so much: double[] rotate(double[] point, double[] currentEquation, double[] targetEquation) { double[] currentNormal = new double[]{currentEquation[0], currentEquation[1], currentEquation[2]}; double[] targetNormal = new double[]{targetEquation[0], targetEquation[1], targetEquation[2]}; targetNormal = normalize(targetNormal); double angle = angleBetween(currentNormal, targetNormal); double[] axis = cross(targetNormal, currentNormal); double[][] R = getRotationMatrix(axis, angle); return rotated; } double[][] getRotationMatrix(double[] axis, double angle) { axis = normalize(axis); double cA = (float)Math.cos(angle); double sA = (float)Math.sin(angle); Matrix I = Matrix.identity(3, 3); Matrix a = new Matrix(axis, 3); Matrix aT = a.transpose(); Matrix a2 = a.times(aT); double[][] B = { {0, axis[2], -1*axis[1]}, {-1*axis[2], 0, axis[0]}, {axis[1], -1*axis[0], 0} }; Matrix A = new Matrix(B); Matrix R = I.minus(a2); R = R.times(cA); R = R.plus(a2); R = R.plus(A.times(sA)); return R.getArray(); } This is what I get. The point set on the right side is actually part of a point set on the left side. But they are on another plane. Here's a 2-D representation of what I try to do: There are two lines. The line on the bottom is the line I have. The line on the top is the target line. The distances are preserved (a, b and c). Edit: I have tried both methods written in answers. They both fail (I guess). Method of Martijn Courteaux public static double[][] getRotationMatrix(double[] v0, double[] v1, double[] v2, double[] u0, double[] u1, double[] u2) { RealMatrix M1 = new Array2DRowRealMatrix(new double[][]{ {1,0,0,-1*v0[0]}, {0,1,0,-1*v0[1]}, {0,0,1,0}, {0,0,0,1} }); RealMatrix M2 = new Array2DRowRealMatrix(new double[][]{ {1,0,0,-1*u0[0]}, {0,1,0,-1*u0[1]}, {0,0,1,-1*u0[2]}, {0,0,0,1} }); Vector3D imX = new Vector3D((v0[1] - v1[1])*(u2[0] - u0[0]) - (v0[1] - v2[1])*(u1[0] - u0[0]), (v0[1] - v1[1])*(u2[1] - u0[1]) - (v0[1] - v2[1])*(u1[1] - u0[1]), (v0[1] - v1[1])*(u2[2] - u0[2]) - (v0[1] - v2[1])*(u1[2] - u0[2]) ).scalarMultiply(1/((v0[0]*v1[1])-(v0[0]*v2[1])-(v1[0]*v0[1])+(v1[0]*v2[1])+(v2[0]*v0[1])-(v2[0]*v1[1]))); Vector3D imZ = new Vector3D(findEquation(u0, u1, u2)); Vector3D imY = Vector3D.crossProduct(imZ, imX); double[] imXn = imX.normalize().toArray(); double[] imYn = imY.normalize().toArray(); double[] imZn = imZ.normalize().toArray(); RealMatrix M = new Array2DRowRealMatrix(new double[][]{ {imXn[0], imXn[1], imXn[2], 0}, {imYn[0], imYn[1], imYn[2], 0}, {imZn[0], imZn[1], imZn[2], 0}, {0, 0, 0, 1} }); RealMatrix rotationMatrix = MatrixUtils.inverse(M2).multiply(M).multiply(M1); return rotationMatrix.getData(); } Method of Sam Hocevar static double[][] makeMatrix(double[] p1, double[] p2, double[] p3) { double[] v1 = normalize(difference(p2,p1)); double[] v2 = normalize(cross(difference(p3,p1), difference(p2,p1))); double[] v3 = cross(v1, v2); double[][] M = { { v1[0], v2[0], v3[0], p1[0] }, { v1[1], v2[1], v3[1], p1[1] }, { v1[2], v2[2], v3[2], p1[2] }, { 0.0, 0.0, 0.0, 1.0 } }; return M; } static double[][] createTransform(double[] A, double[] B, double[] C, double[] P, double[] Q, double[] R) { RealMatrix c = new Array2DRowRealMatrix(makeMatrix(A,B,C)); RealMatrix t = new Array2DRowRealMatrix(makeMatrix(P,Q,R)); return MatrixUtils.inverse(c).multiply(t).getData(); } The blue points are the calculated points. The black lines indicate the offset from the real position.

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  • Displaytag table exported header column contains span tags

    - by Lancelot
    Hi, When I export the content of the display tag table I use the data shows up fine, but the header cells are surrounded by html span tags, which is slightly annoying. I can imagine why Displaytag uses spans around the column header's text, but it shouldn't transpose in the exported data I think. Here is my displaytag.properties config related to export: # Export export.amount = list export.decorated = true export.banner=<div id="exportTypes"><span class="label">Export: </span>{0}</div> export.banner.sepchar=&nbsp;| export.types=excel csv xml export.excel=true export.csv=true export.xml=false export.excel.label=xls export.csv.label=csv export.xml.label=xml export.excel.filename=export.xls export.csv.filename=export.csv export.xml.filename=export.xml export.excel.include_header=true export.csv.include_header=true export.xml.include_header=true Here is the displaytag table itself: <display:table class="list sortable" defaultsort="1" export="true" htmlId="contacts" id="row" name="contacts" requestURI=""> <display:setProperty name="export.banner"><div id="exportTypes"><span class="label">Export:</span> {0}</div></display:setProperty> <display:setProperty name="export.csv.filename">CSV</display:setProperty> <display:setProperty name="export.excel.filename">XLS</display:setProperty> <display:setProperty name="basic.msg.empty_list_row"> <tr class="empty"> <td colspan="7">Empty</td> </tr> </display:setProperty> <display:column class="lastName" property="lastName" sortProperty="lastName" headerClass="lastName first" sortable="true" titleKey="Lastname" href="contact/view" paramId="contactId" paramProperty="id" /> <display:column property="firstName" class="firstName" headerClass="firstName" sortable="true" titleKey="FirstName" /> <display:column class="loginName" headerClass="loginName" sortable="true" titleKey="Username" /> </display:table> My problem is when I click export on either the CSV or the XLS format the header row in the generated file looks like this: <span>Last Name</span> <span>First Name</span> <span>Username</span> I really don't want those span tags in there, any way to work around that? Thanks

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  • Smooth animation using MatrixTransform?

    - by Mattias Konradsson
    I'm trying to do an Matrix animation where I both scale and transpose a canvas at the same time. The only approach I found was using a MatrixTransform and MatrixAnimationUsingKeyFrames. Since there doesnt seem to be any interpolation for matrices built in (only for path/rotate) it seems the only choice is to try and build the interpolation and DiscreteMatrixKeyFrame's yourself. I did a basic implementation of this but it isnt exactly smooth and I'm not sure if this is the best way and how to handle framerates etc. Anyone have suggestions for improvement? Here's the code: MatrixAnimationUsingKeyFrames anim = new MatrixAnimationUsingKeyFrames(); int duration = 1; anim.KeyFrames = Interpolate(new Point(0, 0), centerPoint, 1, factor,100,duration); this.matrixTransform.BeginAnimation(MatrixTransform.MatrixProperty, anim,HandoffBehavior.Compose); public MatrixKeyFrameCollection Interpolate(Point startPoint, Point endPoint, double startScale, double endScale, double framerate,double duration) { MatrixKeyFrameCollection keyframes = new MatrixKeyFrameCollection(); double steps = duration * framerate; double milliSeconds = 1000 / framerate; double timeCounter = 0; double diffX = Math.Abs(startPoint.X- endPoint.X); double xStep = diffX / steps; double diffY = Math.Abs(startPoint.Y - endPoint.Y); double yStep = diffY / steps; double diffScale= Math.Abs(startScale- endScale); double scaleStep = diffScale / steps; if (endPoint.Y < startPoint.Y) { yStep = -yStep; } if (endPoint.X < startPoint.X) { xStep = -xStep; } if (endScale < startScale) { scaleStep = -scaleStep; } Point currentPoint = new Point(); double currentScale = startScale; for (int i = 0; i < steps; i++) { keyframes.Add(new DiscreteMatrixKeyFrame(new Matrix(currentScale, 0, 0, currentScale, currentPoint.X, currentPoint.Y), KeyTime.FromTimeSpan(TimeSpan.FromMilliseconds(timeCounter)))); currentPoint.X += xStep; currentPoint.Y += yStep; currentScale += scaleStep; timeCounter += milliSeconds; } keyframes.Add(new DiscreteMatrixKeyFrame(new Matrix(endScale, 0, 0, endScale, endPoint.X, endPoint.Y), KeyTime.FromTimeSpan(TimeSpan.FromMilliseconds(0)))); return keyframes; }

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  • PyOpenGL - passing transformation matrix into shader

    - by M-V
    I am having trouble passing projection and modelview matrices into the GLSL shader from my PyOpenGL code. My understanding is that OpenGL matrices are column major, but when I pass in projection and modelview matrices as shown, I don't see anything. I tried the transpose of the matrices, and it worked for the modelview matrix, but the projection matrix doesn't work either way. Here is the code: import OpenGL from OpenGL.GL import * from OpenGL.GL.shaders import * from OpenGL.GLU import * from OpenGL.GLUT import * from OpenGL.GLUT.freeglut import * from OpenGL.arrays import vbo import numpy, math, sys strVS = """ attribute vec3 aVert; uniform mat4 uMVMatrix; uniform mat4 uPMatrix; uniform vec4 uColor; varying vec4 vCol; void main() { // option #1 - fails gl_Position = uPMatrix * uMVMatrix * vec4(aVert, 1.0); // option #2 - works gl_Position = vec4(aVert, 1.0); // set color vCol = vec4(uColor.rgb, 1.0); } """ strFS = """ varying vec4 vCol; void main() { // use vertex color gl_FragColor = vCol; } """ # particle system class class Scene: # initialization def __init__(self): # create shader self.program = compileProgram(compileShader(strVS, GL_VERTEX_SHADER), compileShader(strFS, GL_FRAGMENT_SHADER)) glUseProgram(self.program) self.pMatrixUniform = glGetUniformLocation(self.program, 'uPMatrix') self.mvMatrixUniform = glGetUniformLocation(self.program, "uMVMatrix") self.colorU = glGetUniformLocation(self.program, "uColor") # attributes self.vertIndex = glGetAttribLocation(self.program, "aVert") # color self.col0 = [1.0, 1.0, 0.0, 1.0] # define quad vertices s = 0.2 quadV = [ -s, s, 0.0, -s, -s, 0.0, s, s, 0.0, s, s, 0.0, -s, -s, 0.0, s, -s, 0.0 ] # vertices self.vertexBuffer = glGenBuffers(1) glBindBuffer(GL_ARRAY_BUFFER, self.vertexBuffer) vertexData = numpy.array(quadV, numpy.float32) glBufferData(GL_ARRAY_BUFFER, 4*len(vertexData), vertexData, GL_STATIC_DRAW) # render def render(self, pMatrix, mvMatrix): # use shader glUseProgram(self.program) # set proj matrix glUniformMatrix4fv(self.pMatrixUniform, 1, GL_FALSE, pMatrix) # set modelview matrix glUniformMatrix4fv(self.mvMatrixUniform, 1, GL_FALSE, mvMatrix) # set color glUniform4fv(self.colorU, 1, self.col0) #enable arrays glEnableVertexAttribArray(self.vertIndex) # set buffers glBindBuffer(GL_ARRAY_BUFFER, self.vertexBuffer) glVertexAttribPointer(self.vertIndex, 3, GL_FLOAT, GL_FALSE, 0, None) # draw glDrawArrays(GL_TRIANGLES, 0, 6) # disable arrays glDisableVertexAttribArray(self.vertIndex) class Renderer: def __init__(self): pass def reshape(self, width, height): self.width = width self.height = height self.aspect = width/float(height) glViewport(0, 0, self.width, self.height) glEnable(GL_DEPTH_TEST) glDisable(GL_CULL_FACE) glClearColor(0.8, 0.8, 0.8,1.0) glutPostRedisplay() def keyPressed(self, *args): sys.exit() def draw(self): glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) # build projection matrix fov = math.radians(45.0) f = 1.0/math.tan(fov/2.0) zN, zF = (0.1, 100.0) a = self.aspect pMatrix = numpy.array([f/a, 0.0, 0.0, 0.0, 0.0, f, 0.0, 0.0, 0.0, 0.0, (zF+zN)/(zN-zF), -1.0, 0.0, 0.0, 2.0*zF*zN/(zN-zF), 0.0], numpy.float32) # modelview matrix mvMatrix = numpy.array([1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.5, 0.0, -5.0, 1.0], numpy.float32) # render self.scene.render(pMatrix, mvMatrix) # swap buffers glutSwapBuffers() def run(self): glutInitDisplayMode(GLUT_RGBA) glutInitWindowSize(400, 400) self.window = glutCreateWindow("Minimal") glutReshapeFunc(self.reshape) glutDisplayFunc(self.draw) glutKeyboardFunc(self.keyPressed) # Checks for key strokes self.scene = Scene() glutMainLoop() glutInit(sys.argv) prog = Renderer() prog.run() When I use option #2 in the shader without either matrix, I get the following output: What am I doing wrong?

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  • Performance Optimization for Matrix Rotation

    - by Summer_More_More_Tea
    Hello everyone: I'm now trapped by a performance optimization lab in the book "Computer System from a Programmer's Perspective" described as following: In a N*N matrix M, where N is multiple of 32, the rotate operation can be represented as: Transpose: interchange elements M(i,j) and M(j,i) Exchange rows: Row i is exchanged with row N-1-i A example for matrix rotation(N is 3 instead of 32 for simplicity): ------- ------- |1|2|3| |3|6|9| ------- ------- |4|5|6| after rotate is |2|5|8| ------- ------- |7|8|9| |1|4|7| ------- ------- A naive implementation is: #define RIDX(i,j,n) ((i)*(n)+(j)) void naive_rotate(int dim, pixel *src, pixel *dst) { int i, j; for (i = 0; i < dim; i++) for (j = 0; j < dim; j++) dst[RIDX(dim-1-j, i, dim)] = src[RIDX(i, j, dim)]; } I come up with an idea by inner-loop-unroll. The result is: Code Version Speed Up original 1x unrolled by 2 1.33x unrolled by 4 1.33x unrolled by 8 1.55x unrolled by 16 1.67x unrolled by 32 1.61x I also get a code snippet from pastebin.com that seems can solve this problem: void rotate(int dim, pixel *src, pixel *dst) { int stride = 32; int count = dim >> 5; src += dim - 1; int a1 = count; do { int a2 = dim; do { int a3 = stride; do { *dst++ = *src; src += dim; } while(--a3); src -= dim * stride + 1; dst += dim - stride; } while(--a2); src += dim * (stride + 1); dst -= dim * dim - stride; } while(--a1); } After carefully read the code, I think main idea of this solution is treat 32 rows as a data zone, and perform the rotating operation respectively. Speed up of this version is 1.85x, overwhelming all the loop-unroll version. Here are the questions: In the inner-loop-unroll version, why does increment slow down if the unrolling factor increase, especially change the unrolling factor from 8 to 16, which does not effect the same when switch from 4 to 8? Does the result have some relationship with depth of the CPU pipeline? If the answer is yes, could the degrade of increment reflect pipeline length? What is the probable reason for the optimization of data-zone version? It seems that there is no too much essential difference from the original naive version. EDIT: My test environment is Intel Centrino Duo processor and the verion of gcc is 4.4 Any advice will be highly appreciated! Kind regards!

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  • 3D picking lwjgl

    - by Wirde
    I have written some code to preform 3D picking that for some reason dosn't work entirely correct! (Im using LWJGL just so you know.) I posted this at stackoverflow at first but after researching some more in to my problem i found this neat site and tought that you guys might be more qualified to answer this question. This is how the code looks like: if(Mouse.getEventButton() == 1) { if (!Mouse.getEventButtonState()) { Camera.get().generateViewMatrix(); float screenSpaceX = ((Mouse.getX()/800f/2f)-1.0f)*Camera.get().getAspectRatio(); float screenSpaceY = 1.0f-(2*((600-Mouse.getY())/600f)); float displacementRate = (float)Math.tan(Camera.get().getFovy()/2); screenSpaceX *= displacementRate; screenSpaceY *= displacementRate; Vector4f cameraSpaceNear = new Vector4f((float) (screenSpaceX * Camera.get().getNear()), (float) (screenSpaceY * Camera.get().getNear()), (float) (-Camera.get().getNear()), 1); Vector4f cameraSpaceFar = new Vector4f((float) (screenSpaceX * Camera.get().getFar()), (float) (screenSpaceY * Camera.get().getFar()), (float) (-Camera.get().getFar()), 1); Matrix4f tmpView = new Matrix4f(); Camera.get().getViewMatrix().transpose(tmpView); Matrix4f invertedViewMatrix = (Matrix4f)tmpView.invert(); Vector4f worldSpaceNear = new Vector4f(); Matrix4f.transform(invertedViewMatrix, cameraSpaceNear, worldSpaceNear); Vector4f worldSpaceFar = new Vector4f(); Matrix4f.transform(invertedViewMatrix, cameraSpaceFar, worldSpaceFar); Vector3f rayPosition = new Vector3f(worldSpaceNear.x, worldSpaceNear.y, worldSpaceNear.z); Vector3f rayDirection = new Vector3f(worldSpaceFar.x - worldSpaceNear.x, worldSpaceFar.y - worldSpaceNear.y, worldSpaceFar.z - worldSpaceNear.z); rayDirection.normalise(); Ray clickRay = new Ray(rayPosition, rayDirection); Vector tMin = new Vector(), tMax = new Vector(), tempPoint; float largestEnteringValue, smallestExitingValue, temp, closestEnteringValue = Camera.get().getFar()+0.1f; Drawable closestDrawableHit = null; for(Drawable d : this.worldModel.getDrawableThings()) { // Calcualte AABB for each object... needs to be moved later... firstVertex = true; for(Surface surface : d.getSurfaces()) { for(Vertex v : surface.getVertices()) { worldPosition.x = (v.x+d.getPosition().x)*d.getScale().x; worldPosition.y = (v.y+d.getPosition().y)*d.getScale().y; worldPosition.z = (v.z+d.getPosition().z)*d.getScale().z; worldPosition = worldPosition.rotate(d.getRotation()); if (firstVertex) { maxX = worldPosition.x; maxY = worldPosition.y; maxZ = worldPosition.z; minX = worldPosition.x; minY = worldPosition.y; minZ = worldPosition.z; firstVertex = false; } else { if (worldPosition.x > maxX) { maxX = worldPosition.x; } if (worldPosition.x < minX) { minX = worldPosition.x; } if (worldPosition.y > maxY) { maxY = worldPosition.y; } if (worldPosition.y < minY) { minY = worldPosition.y; } if (worldPosition.z > maxZ) { maxZ = worldPosition.z; } if (worldPosition.z < minZ) { minZ = worldPosition.z; } } } } // ray/slabs intersection test... // clickRay.getOrigin().x + clickRay.getDirection().x * f = minX // clickRay.getOrigin().x - minX = -clickRay.getDirection().x * f // clickRay.getOrigin().x/-clickRay.getDirection().x - minX/-clickRay.getDirection().x = f // -clickRay.getOrigin().x/clickRay.getDirection().x + minX/clickRay.getDirection().x = f largestEnteringValue = -clickRay.getOrigin().x/clickRay.getDirection().x + minX/clickRay.getDirection().x; temp = -clickRay.getOrigin().y/clickRay.getDirection().y + minY/clickRay.getDirection().y; if(largestEnteringValue < temp) { largestEnteringValue = temp; } temp = -clickRay.getOrigin().z/clickRay.getDirection().z + minZ/clickRay.getDirection().z; if(largestEnteringValue < temp) { largestEnteringValue = temp; } smallestExitingValue = -clickRay.getOrigin().x/clickRay.getDirection().x + maxX/clickRay.getDirection().x; temp = -clickRay.getOrigin().y/clickRay.getDirection().y + maxY/clickRay.getDirection().y; if(smallestExitingValue > temp) { smallestExitingValue = temp; } temp = -clickRay.getOrigin().z/clickRay.getDirection().z + maxZ/clickRay.getDirection().z; if(smallestExitingValue < temp) { smallestExitingValue = temp; } if(largestEnteringValue > smallestExitingValue) { //System.out.println("Miss!"); } else { if (largestEnteringValue < closestEnteringValue) { closestEnteringValue = largestEnteringValue; closestDrawableHit = d; } } } if(closestDrawableHit != null) { System.out.println("Hit at: (" + clickRay.setDistance(closestEnteringValue).x + ", " + clickRay.getCurrentPosition().y + ", " + clickRay.getCurrentPosition().z); this.worldModel.removeDrawableThing(closestDrawableHit); } } } I just don't understand what's wrong, the ray are shooting and i do hit stuff that gets removed but the result of the ray are verry strange it sometimes removes the thing im clicking at, sometimes it removes things thats not even close to what im clicking at, and sometimes it removes nothing at all. Edit: Okay so i have continued searching for errors and by debugging the ray (by painting smal dots where it travles) i can now se that there is something oviously wrong with the ray that im sending out... it has its origin near the world center (nearer or further away depending on where on the screen im clicking) and always shots to the same position no matter where I direct my camera... My initial toughts is that there might be some error in the way i calculate my viewMatrix (since it's not possible to get the viewmatrix from the gluLookAt method in lwjgl; I have to build it my self and I guess thats where the problem is at)... Edit2: This is how i calculate it currently: private double[][] viewMatrixDouble = {{0,0,0,0}, {0,0,0,0}, {0,0,0,0}, {0,0,0,1}}; public Vector getCameraDirectionVector() { Vector actualEye = this.getActualEyePosition(); return new Vector(lookAt.x-actualEye.x, lookAt.y-actualEye.y, lookAt.z-actualEye.z); } public Vector getActualEyePosition() { return eye.rotate(this.getRotation()); } public void generateViewMatrix() { Vector cameraDirectionVector = getCameraDirectionVector().normalize(); Vector side = Vector.cross(cameraDirectionVector, this.upVector).normalize(); Vector up = Vector.cross(side, cameraDirectionVector); viewMatrixDouble[0][0] = side.x; viewMatrixDouble[0][1] = up.x; viewMatrixDouble[0][2] = -cameraDirectionVector.x; viewMatrixDouble[1][0] = side.y; viewMatrixDouble[1][1] = up.y; viewMatrixDouble[1][2] = -cameraDirectionVector.y; viewMatrixDouble[2][0] = side.z; viewMatrixDouble[2][1] = up.z; viewMatrixDouble[2][2] = -cameraDirectionVector.z; /* Vector actualEyePosition = this.getActualEyePosition(); Vector zaxis = new Vector(this.lookAt.x - actualEyePosition.x, this.lookAt.y - actualEyePosition.y, this.lookAt.z - actualEyePosition.z).normalize(); Vector xaxis = Vector.cross(upVector, zaxis).normalize(); Vector yaxis = Vector.cross(zaxis, xaxis); viewMatrixDouble[0][0] = xaxis.x; viewMatrixDouble[0][1] = yaxis.x; viewMatrixDouble[0][2] = zaxis.x; viewMatrixDouble[1][0] = xaxis.y; viewMatrixDouble[1][1] = yaxis.y; viewMatrixDouble[1][2] = zaxis.y; viewMatrixDouble[2][0] = xaxis.z; viewMatrixDouble[2][1] = yaxis.z; viewMatrixDouble[2][2] = zaxis.z; viewMatrixDouble[3][0] = -Vector.dot(xaxis, actualEyePosition); viewMatrixDouble[3][1] =-Vector.dot(yaxis, actualEyePosition); viewMatrixDouble[3][2] = -Vector.dot(zaxis, actualEyePosition); */ viewMatrix = new Matrix4f(); viewMatrix.load(getViewMatrixAsFloatBuffer()); } Would be verry greatfull if anyone could verify if this is wrong or right, and if it's wrong; supply me with the right way of doing it... I have read alot of threads and documentations about this but i can't seam to wrapp my head around it... Edit3: Okay with the help of Byte56 (thanks alot for the help) i have now concluded that it's not the viewMatrix that is the problem... I still get the same messedup result; anyone that think that they can find the error in my code, i certenly can't, have bean working on this for 3 days now :(

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