Search Results

Search found 4708 results on 189 pages for 'dot matrix'.

Page 40/189 | < Previous Page | 36 37 38 39 40 41 42 43 44 45 46 47  | Next Page >

  • How do I get FEATURE_LEVEL_9_3 to work with shaders in Direct3D11?

    - by Dominic
    Currently I'm going through some tutorials and learning DX11 on a DX10 machine (though I just ordered a new DX11 compatible computer) by means of setting the D3D_FEATURE_LEVEL_ setting to 10_0 and switching the vertex and pixel shader versions in D3DX11CompileFromFile to "vs_4_0" and "ps_4_0" respectively. This works fine as I'm not using any DX11-only features yet. I'd like to make it compatible with DX9.0c, which naively I thought I could do by changing the feature level setting to 9_3 or something and taking the vertex/pixel shader versions down to 3 or 2. However, no matter what I change the vertex/pixel shader versions to, it always fails when I try to call D3DX11CompileFromFile to compile the vertex/pixel shader files when I have D3D_FEATURE_LEVEL_9_3 enabled. Maybe this is due to the the vertex/pixel shader files themselves being incompatible for the lower vertex/pixel shader versions, but I'm not expert enough to say. My shader files are listed below: Vertex shader: cbuffer MatrixBuffer { matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix; }; struct VertexInputType { float4 position : POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; PixelInputType LightVertexShader(VertexInputType input) { PixelInputType output; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; // Calculate the position of the vertex against the world, view, and projection matrices. output.position = mul(input.position, worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix); // Store the texture coordinates for the pixel shader. output.tex = input.tex; // Calculate the normal vector against the world matrix only. output.normal = mul(input.normal, (float3x3)worldMatrix); // Normalize the normal vector. output.normal = normalize(output.normal); return output; } Pixel Shader: Texture2D shaderTexture; SamplerState SampleType; cbuffer LightBuffer { float4 ambientColor; float4 diffuseColor; float3 lightDirection; float padding; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; float4 LightPixelShader(PixelInputType input) : SV_TARGET { float4 textureColor; float3 lightDir; float lightIntensity; float4 color; // Sample the pixel color from the texture using the sampler at this texture coordinate location. textureColor = shaderTexture.Sample(SampleType, input.tex); // Set the default output color to the ambient light value for all pixels. color = ambientColor; // Invert the light direction for calculations. lightDir = -lightDirection; // Calculate the amount of light on this pixel. lightIntensity = saturate(dot(input.normal, lightDir)); if(lightIntensity > 0.0f) { // Determine the final diffuse color based on the diffuse color and the amount of light intensity. color += (diffuseColor * lightIntensity); } // Saturate the final light color. color = saturate(color); // Multiply the texture pixel and the final diffuse color to get the final pixel color result. color = color * textureColor; return color; }

    Read the article

  • Getting FEATURE_LEVEL_9_3 to work in DX11

    - by Dominic
    Currently I'm going through some tutorials and learning DX11 on a DX10 machine (though I just ordered a new DX11 compatible computer) by means of setting the D3D_FEATURE_LEVEL_ setting to 10_0 and switching the vertex and pixel shader versions in D3DX11CompileFromFile to "vs_4_0" and "ps_4_0" respectively. This works fine as I'm not using any DX11-only features yet. I'd like to make it compatible with DX9.0c, which naively I thought I could do by changing the feature level setting to 9_3 or something and taking the vertex/pixel shader versions down to 3 or 2. However, no matter what I change the vertex/pixel shader versions to, it always fails when I try to call D3DX11CompileFromFile to compile the vertex/pixel shader files when I have D3D_FEATURE_LEVEL_9_3 enabled. Maybe this is due to the the vertex/pixel shader files themselves being incompatible for the lower vertex/pixel shader versions, but I'm not expert enough to say. My shader files are listed below: Vertex shader: cbuffer MatrixBuffer { matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix; }; struct VertexInputType { float4 position : POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; PixelInputType LightVertexShader(VertexInputType input) { PixelInputType output; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; // Calculate the position of the vertex against the world, view, and projection matrices. output.position = mul(input.position, worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix); // Store the texture coordinates for the pixel shader. output.tex = input.tex; // Calculate the normal vector against the world matrix only. output.normal = mul(input.normal, (float3x3)worldMatrix); // Normalize the normal vector. output.normal = normalize(output.normal); return output; } Pixel Shader: Texture2D shaderTexture; SamplerState SampleType; cbuffer LightBuffer { float4 ambientColor; float4 diffuseColor; float3 lightDirection; float padding; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; float4 LightPixelShader(PixelInputType input) : SV_TARGET { float4 textureColor; float3 lightDir; float lightIntensity; float4 color; // Sample the pixel color from the texture using the sampler at this texture coordinate location. textureColor = shaderTexture.Sample(SampleType, input.tex); // Set the default output color to the ambient light value for all pixels. color = ambientColor; // Invert the light direction for calculations. lightDir = -lightDirection; // Calculate the amount of light on this pixel. lightIntensity = saturate(dot(input.normal, lightDir)); if(lightIntensity > 0.0f) { // Determine the final diffuse color based on the diffuse color and the amount of light intensity. color += (diffuseColor * lightIntensity); } // Saturate the final light color. color = saturate(color); // Multiply the texture pixel and the final diffuse color to get the final pixel color result. color = color * textureColor; return color; }

    Read the article

  • Projective texture and deferred lighting

    - by Vodácek
    In my previous question, I asked whether it is possible to do projective texturing with deferred lighting. Now (more than half a year later) I have a problem with my implementation of the same thing. I am trying to apply this technique in light pass. (my projector doesn't affect albedo). I have this projector View a Projection matrix: Matrix projection = Matrix.CreateOrthographicOffCenter(-halfWidth * Scale, halfWidth * Scale, -halfHeight * Scale, halfHeight * Scale, 1, 100000); Matrix view = Matrix.CreateLookAt(Position, Target, Vector3.Up); Where halfWidth and halfHeight is are half of the texture's width and height, Position is the Projector's position and target is the projector's target. This seems to be ok. I am drawing full screen quad with this shader: float4x4 InvViewProjection; texture2D DepthTexture; texture2D NormalTexture; texture2D ProjectorTexture; float4x4 ProjectorViewProjection; sampler2D depthSampler = sampler_state { texture = <DepthTexture>; minfilter = point; magfilter = point; mipfilter = point; }; sampler2D normalSampler = sampler_state { texture = <NormalTexture>; minfilter = point; magfilter = point; mipfilter = point; }; sampler2D projectorSampler = sampler_state { texture = <ProjectorTexture>; AddressU = Clamp; AddressV = Clamp; }; float viewportWidth; float viewportHeight; // Calculate the 2D screen position of a 3D position float2 postProjToScreen(float4 position) { float2 screenPos = position.xy / position.w; return 0.5f * (float2(screenPos.x, -screenPos.y) + 1); } // Calculate the size of one half of a pixel, to convert // between texels and pixels float2 halfPixel() { return 0.5f / float2(viewportWidth, viewportHeight); } struct VertexShaderInput { float4 Position : POSITION0; }; struct VertexShaderOutput { float4 Position :POSITION0; float4 PositionCopy : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; output.Position = input.Position; output.PositionCopy=output.Position; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { float2 texCoord =postProjToScreen(input.PositionCopy) + halfPixel(); // Extract the depth for this pixel from the depth map float4 depth = tex2D(depthSampler, texCoord); //return float4(depth.r,0,0,1); // Recreate the position with the UV coordinates and depth value float4 position; position.x = texCoord.x * 2 - 1; position.y = (1 - texCoord.y) * 2 - 1; position.z = depth.r; position.w = 1.0f; // Transform position from screen space to world space position = mul(position, InvViewProjection); position.xyz /= position.w; //compute projection float3 projection=tex2D(projectorSampler,postProjToScreen(mul(position,ProjectorViewProjection)) + halfPixel()); return float4(projection,1); } In first part of pixel shader is recovered position from G-buffer (this code I am using in other shaders without any problem) and then is tranformed to projector viewprojection space. Problem is that projection doesn't appear. Here is an image of my situation: The green lines are the rendered projector frustum. Where is my mistake hidden? I am using XNA 4. Thanks for advice and sorry for my English. EDIT: Shader above is working but projection was too small. When I changed the Scale property to a large value (e.g. 100), the projection appears. But when the camera moves toward the projection, the projection expands, as can bee seen on this YouTube video.

    Read the article

  • Off center projection

    - by N0xus
    I'm trying to implement the code that was freely given by a very kind developer at the following link: http://forum.unity3d.com/threads/142383-Code-sample-Off-Center-Projection-Code-for-VR-CAVE-or-just-for-fun Right now, all I'm trying to do is bring it in on one camera, but I have a few issues. My class, looks as follows: using UnityEngine; using System.Collections; public class PerspectiveOffCenter : MonoBehaviour { // Use this for initialization void Start () { } // Update is called once per frame void Update () { } public static Matrix4x4 GeneralizedPerspectiveProjection(Vector3 pa, Vector3 pb, Vector3 pc, Vector3 pe, float near, float far) { Vector3 va, vb, vc; Vector3 vr, vu, vn; float left, right, bottom, top, eyedistance; Matrix4x4 transformMatrix; Matrix4x4 projectionM; Matrix4x4 eyeTranslateM; Matrix4x4 finalProjection; ///Calculate the orthonormal for the screen (the screen coordinate system vr = pb - pa; vr.Normalize(); vu = pc - pa; vu.Normalize(); vn = Vector3.Cross(vr, vu); vn.Normalize(); //Calculate the vector from eye (pe) to screen corners (pa, pb, pc) va = pa-pe; vb = pb-pe; vc = pc-pe; //Get the distance;; from the eye to the screen plane eyedistance = -(Vector3.Dot(va, vn)); //Get the varaibles for the off center projection left = (Vector3.Dot(vr, va)*near)/eyedistance; right = (Vector3.Dot(vr, vb)*near)/eyedistance; bottom = (Vector3.Dot(vu, va)*near)/eyedistance; top = (Vector3.Dot(vu, vc)*near)/eyedistance; //Get this projection projectionM = PerspectiveOffCenter(left, right, bottom, top, near, far); //Fill in the transform matrix transformMatrix = new Matrix4x4(); transformMatrix[0, 0] = vr.x; transformMatrix[0, 1] = vr.y; transformMatrix[0, 2] = vr.z; transformMatrix[0, 3] = 0; transformMatrix[1, 0] = vu.x; transformMatrix[1, 1] = vu.y; transformMatrix[1, 2] = vu.z; transformMatrix[1, 3] = 0; transformMatrix[2, 0] = vn.x; transformMatrix[2, 1] = vn.y; transformMatrix[2, 2] = vn.z; transformMatrix[2, 3] = 0; transformMatrix[3, 0] = 0; transformMatrix[3, 1] = 0; transformMatrix[3, 2] = 0; transformMatrix[3, 3] = 1; //Now for the eye transform eyeTranslateM = new Matrix4x4(); eyeTranslateM[0, 0] = 1; eyeTranslateM[0, 1] = 0; eyeTranslateM[0, 2] = 0; eyeTranslateM[0, 3] = -pe.x; eyeTranslateM[1, 0] = 0; eyeTranslateM[1, 1] = 1; eyeTranslateM[1, 2] = 0; eyeTranslateM[1, 3] = -pe.y; eyeTranslateM[2, 0] = 0; eyeTranslateM[2, 1] = 0; eyeTranslateM[2, 2] = 1; eyeTranslateM[2, 3] = -pe.z; eyeTranslateM[3, 0] = 0; eyeTranslateM[3, 1] = 0; eyeTranslateM[3, 2] = 0; eyeTranslateM[3, 3] = 1f; //Multiply all together finalProjection = new Matrix4x4(); finalProjection = Matrix4x4.identity * projectionM*transformMatrix*eyeTranslateM; //finally return return finalProjection; } // Update is called once per frame public void FixedUpdate () { Camera cam = camera; //calculate projection Matrix4x4 genProjection = GeneralizedPerspectiveProjection( new Vector3(0,1,0), new Vector3(1,1,0), new Vector3(0,0,0), new Vector3(0,0,0), cam.nearClipPlane, cam.farClipPlane); //(BottomLeftCorner, BottomRightCorner, TopLeftCorner, trackerPosition, cam.nearClipPlane, cam.farClipPlane); cam.projectionMatrix = genProjection; } } My error lies in projectionM = PerspectiveOffCenter(left, right, bottom, top, near, far); The debugger states: Expression denotes a `type', where a 'variable', 'value' or 'method group' was expected. Thus, I changed the line to read: projectionM = new PerspectiveOffCenter(left, right, bottom, top, near, far); But then the error is changed to: The type 'PerspectiveOffCenter' does not contain a constructor that takes '6' arguments. For reasons that are obvious. So, finally, I changed the line to read: projectionM = new GeneralizedPerspectiveProjection(left, right, bottom, top, near, far); And the error I get is: is a 'method' but a 'type' was expected. With this last error, I'm not sure what it is I should do / missing. Can anyone see what it is that I'm missing to fix this error?

    Read the article

  • OpenCV Mat creation memory leak

    - by Royi Freifeld
    My memory is getting full fairly quick once using the next piece of code. Valgrind shows a memory leak, but everything is allocated on stack and (supposed to be) freed once the function ends. void mult_run_time(int rows, int cols) { Mat matrix(rows,cols,CV_32SC1); Mat row_vec(cols,1,CV_32SC1); /* initialize vector and matrix */ for (int col = 0; col < cols; ++col) { for (int row = 0; row < rows; ++row) { matrix.at<unsigned long>(row,col) = rand() % ULONG_MAX; } row_vec.at<unsigned long>(1,col) = rand() % ULONG_MAX; } /* end initialization of vector and matrix*/ matrix*row_vec; } int main() { for (int row = 0; row < 20; ++row) { for (int col = 0; col < 20; ++col) { mult_run_time(row,col); } } return 0; } Valgrind shows that there is a memory leak in line Mat row_vec(cols,1,CV_32CS1): ==9201== 24,320 bytes in 380 blocks are definitely lost in loss record 50 of 50 ==9201== at 0x4026864: malloc (vg_replace_malloc.c:236) ==9201== by 0x40C0A8B: cv::fastMalloc(unsigned int) (in /usr/local/lib/libopencv_core.so.2.3.1) ==9201== by 0x41914E3: cv::Mat::create(int, int const*, int) (in /usr/local/lib/libopencv_core.so.2.3.1) ==9201== by 0x8048BE4: cv::Mat::create(int, int, int) (mat.hpp:368) ==9201== by 0x8048B2A: cv::Mat::Mat(int, int, int) (mat.hpp:68) ==9201== by 0x80488B0: mult_run_time(int, int) (mat_by_vec_mult.cpp:26) ==9201== by 0x80489F5: main (mat_by_vec_mult.cpp:59) Is it a known bug in OpenCV or am I missing something?

    Read the article

  • Binding navigation property to RadGrid while using EntityDataSource control

    - by Matrix
    I'm new to Entity Framework and I got stuck in an issue while trying to bind a navigation property (foreign key reference) to a dropdownlist. I have Telerik RadGrid control which gets the data using a EntityDataSource control. Here is the model description: Applications: AppId, AppName, ServerId Servers: ServerId, ServerName The Applicaitons.ServerId is a foreign key reference to Servers.ServerId. The RadGrid lists the applications and allows the user to insert/update/delete an application. I want to show the server names as a dropdownlist in edit mode which I'm not able to. . Here is my aspx code: <telerik:RadGrid ID="gridApplications" runat="server" Skin="Sunset" AllowAutomaticInserts="True" AllowAutomaticDeletes="True" AllowPaging="True" AllowAutomaticUpdates="True" AutoGenerateColumns="False" OnItemCreated="gridApplications_ItemCreated" DataSourceID="applicationsEntityDataSource" Width="50%" OnItemInserted="gridApplications_ItemInserted" OnItemUpdated="gridApplications_ItemUpdated" OnItemDeleted="gridApplications_ItemDeleted" GridLines="None"> <MasterTableView CommandItemDisplay="Top" AutoGenerateColumns="False" DataKeyNames="AppId" DataSourceID="applicationsEntityDataSource"> <RowIndicatorColumn> <HeaderStyle Width="20px" /> </RowIndicatorColumn> <ExpandCollapseColumn> <HeaderStyle Width="20px" /> </ExpandCollapseColumn> <Columns> <telerik:GridEditCommandColumn ButtonType="ImageButton" UniqueName="EditCommandColumn" HeaderText="Edit" ItemStyle-Width="10%"> </telerik:GridEditCommandColumn> <telerik:GridButtonColumn CommandName="Delete" Text="Delete" UniqueName="DeleteColumn" ConfirmText="Are you sure you want to delete this application?" ConfirmTitle="Confirm Delete" ConfirmDialogType="Classic" ItemStyle-Width="10%" HeaderText="Delete"> </telerik:GridButtonColumn> <telerik:GridBoundColumn DataField="AppId" UniqueName="AppId" Visible="false" HeaderText="Application Id" ReadOnly="true"> </telerik:GridBoundColumn> <telerik:GridBoundColumn DataField="AppName" UniqueName="AppName" HeaderText="Application Name" MaxLength="30" ItemStyle-Width="40%"> </telerik:GridBoundColumn> <telerik:GridTemplateColumn DataField="ServerId" UniqueName="ServerId" HeaderText="Server Hosted" EditFormColumnIndex="1"> <EditItemTemplate> <asp:DropDownList ID="ddlServerHosted" runat="server" DataTextField="Servers.ServerName" DataValueField="ServerId" Width="40%"> </asp:DropDownList> </EditItemTemplate> </telerik:GridTemplateColumn> </Columns> <EditFormSettings ColumnNumber="2" CaptionDataField="AppId" InsertCaption="Insert New Application" EditFormType="AutoGenerated"> <EditColumn InsertText="Insert record" EditText="Edit application id #:" EditFormColumnIndex="0" UpdateText="Application updated" UniqueName="InsertCommandColumn1" CancelText="Cancel insert" ButtonType="ImageButton"></EditColumn> <FormTableItemStyle Wrap="false" /> <FormTableStyle GridLines="Horizontal" CellPadding="2" CellSpacing="0" Height="110px" Width="110px" /> <FormTableAlternatingItemStyle Wrap="false" /> <FormStyle Width="100%" BackColor="#EEF2EA" /> <FormTableButtonRowStyle HorizontalAlign="Right" /> </EditFormSettings> </MasterTableView> </telerik:RadGrid> <asp:EntityDataSource ID="applicationsEntityDataSource" runat="server" ConnectionString="name=AnalyticsEntities" EnableDelete="True" EntityTypeFilter="Applications" EnableInsert="True" EnableUpdate="True" EntitySetName="Applications" DefaultContainerName="AnalyticsEntities" Include="Servers"> </asp:EntityDataSource> I tried another approach where I replaced the GridTemplateColumn with the following code <telerik:RadComboBox ID="RadComboBox1" DataSourceID="serversEntityDataSource" DataTextField="ServerName" DataValueField="ServerId" AppendDataBoundItems="true" runat="server" > <Items> <telerik:RadComboBoxItem /> </Items> and using a separate EntityDataSource control as follows: <asp:EntityDataSource ID="serversEntityDataSource" runat="server" ConnectionString="name=AnalyticsEntities" EnableDelete="True" EntityTypeFilter="Servers" EnableInsert="True" EnableUpdate="True" EntitySetName="Servers" DefaultContainerName="AnalyticsEntities"> </asp:EntityDataSource> but, I get the following error. Application cannot be inserted. Reason: Entities in 'AnalyticsEntities.Applications' participate in the 'FK_Servers_Applications' relationship. 0 related 'Servers' were found. 1 'Servers' is expected. My question is, how do you bind the navigation property and load the values in the DropDownList/RadComboBox control?

    Read the article

  • Sorting eigenvectors by their eigenvalues (associated sorting)

    - by fbrereto
    I have an unsorted vector of eigenvalues and a related matrix of eigenvectors. I'd like to sort the columns of the matrix with respect to the sorted set of eigenvalues. (e.g., if eigenvalue[3] moves to eigenvalue[2], I want column 3 of the eigenvector matrix to move over to column 2.) I know I can sort the eigenvalues in O(N log N) via std::sort. Without rolling my own sorting algorithm, how do I make sure the matrix's columns (the associated eigenvectors) follow along with their eigenvalues as the latter are sorted?

    Read the article

  • TAR command to extract a single file from a .tar.gz

    - by Dr. DOT
    Does anyone have a command syntax for extracting 1 file from a .tar.gz that also allows me to place the extracted file in a certain directory? I have Google'd this and get too many variations with a lot of forum threads stating the syntax doesn't work. Before I venture on I prefer to know the command will work because I do not want to risk overwriting files and directories already present on my server. Thanks.

    Read the article

  • How do I translate this Matlab bsxfun call to R?

    - by claytontstanley
    I would also (fingers crossed) like the solution to work with R Sparse Matrices in the Matrix package. >> A = [1,2,3,4,5] A = 1 2 3 4 5 >> B = [1;2;3;4;5] B = 1 2 3 4 5 >> bsxfun(@times, A, B) ans = 1 2 3 4 5 2 4 6 8 10 3 6 9 12 15 4 8 12 16 20 5 10 15 20 25 >> EDIT: I would like to do a matrix multiplication of these sparse vectors, and return a sparse array: > class(NRowSums) [1] "dsparseVector" attr(,"package") [1] "Matrix" > class(NColSums) [1] "dsparseVector" attr(,"package") [1] "Matrix" > NRowSums * NColSums (I think) w/o using a non-sparse variable to temporarily store data.

    Read the article

  • Best and simple data structure

    - by anshu
    I am trying to create the below matrix in my vb.net so during processing I can get the match scores for the alphabets, for example: What is the match for A and N?, I will look into my inbuilt matrix and return -2 Similarly, What is the match for P and L?, I will look into my inbuilt matrix and return -3 Please suggest me how to go about it, I was trying to use nested dictionary like this: Dim myNestedDictionary As New Dictionary(Of String, Dictionary(Of String, Integer))() Dim lTempDict As New Dictionary(Of String, Integer) lTempDict.Add("A", 4) myNestedDictionary.Add("A", lTempDict) The other way could be is to read the Matrix from a text based file and then fill the two dimensional array. Thanks.

    Read the article

  • Const operator overloading problems in C++

    - by steigers
    Hello everybody, I'm having trouble with overloading operator() with a const version: #include <iostream> #include <vector> using namespace std; class Matrix { public: Matrix(int m, int n) { vector<double> tmp(m, 0.0); data.resize(n, tmp); } ~Matrix() { } const double & operator()(int ii, int jj) const { cout << " - const-version was called - "; return data[ii][jj]; } double & operator()(int ii, int jj) { cout << " - NONconst-version was called - "; if (ii!=1) { throw "Error: you may only alter the first row of the matrix."; } return data[ii][jj]; } protected: vector< vector<double> > data; }; int main() { try { Matrix A(10,10); A(1,1) = 8.8; cout << "A(1,1)=" << A(1,1) << endl; cout << "A(2,2)=" << A(2,2) << endl; double tmp = A(3,3); } catch (const char* c) { cout << c << endl; } } This gives me the following output: NONconst-version was called - - NONconst-version was called - A(1,1)=8.8 NONconst-version was called - Error: you may only alter the first row of the matrix. How can I achieve that C++ call the const-version of operator()? I am using GCC 4.4.0. Thanks for your help! Sebastian

    Read the article

  • Code Golf: Zigzag pattern scanning

    - by fbrereto
    The Challenge The shortest code by character count that takes a single input integer N (N = 3) and returns an array of indices that when iterated would traverse an NxN matrix according to the JPEG "zigzag" scan pattern. The following is an example traversal over an 8x8 matrix (referenced from here:) Examples (The middle matrix is not part of the input or output, just a representation of the NxN matrix the input represents.) 1 2 3 (Input) 3 --> 4 5 6 --> 1 2 4 7 5 3 6 8 9 (Output) 7 8 9 1 2 3 4 (Input) 4 --> 5 6 7 8 --> 1 2 5 9 6 3 4 7 10 13 14 11 8 12 15 16 (Output) 9 10 11 12 13 14 15 16 Notes: The resulting array's base should be appropriate for your language (e.g., Matlab arrays are 1-based, C++ arrays are 0-based). This is related to this question.

    Read the article

  • Apache Directive for Allow From

    - by Dr. DOT
    I want to button down write access on a particular file using the Allow form directive in my httpd.conf file. I have a PHP script that I want to be the only resource that can write to this file. Is there a variation of the Allow from that I can define to make this happen?

    Read the article

  • Wrong getBounds() on LineScaleMode.NONE

    - by ghalex
    I have write a simple example that adds a canvas and draw a rectangle with stroke size 20 scale mode none. The problem is that if I call getBounds() first time I will get a correct result but after I call scale(); the getBounds() function will give me a wrong result. It will take in cosideration the stroke but stroke has scalemode to none and on the screen nothing happens but in the result I will have a x value smaller. Can sombody tell me how can I fix this ? protected var display :Canvas; protected function addCanvas():void { display = new Canvas(); display.x = display.y = 50; display.width = 100; display.height = 100; display.graphics.clear(); display.graphics.lineStyle( 20, 0x000000, 0.5, true, LineScaleMode.NONE ); display.graphics.beginFill( 0xff0000, 1 ); display.graphics.drawRect(0, 0, 100, 100); display.graphics.endFill(); area.addChild( display ); traceBounce(); } protected function scale():void { var m :Matrix = display.transform.matrix; var apply :Matrix = new Matrix(); apply.scale( 2, 1 ); apply.concat( m ); display.transform.matrix = apply; traceBounce(); } protected function traceBounce():void { trace( display.getBounds( this ) ); }

    Read the article

  • Flash "visible" issue

    - by justkevin
    I'm writing a tool in Flex that lets me design composite sprites using layered bitmaps and then "bake" them into a low overhead single bitmapData. I've discovered a strange behavior I can't explain: toggling the "visible" property of my layers works twice for each layer (i.e., I can turn it off, then on again) and then never again for that layer-- the layer stays visible from that point on. If I override "set visible" on the layer as such: override public function set visible(value:Boolean):void { if(value == false) this.alpha = 0; else {this.alpha = 1;} } The problem goes away and I can toggle "visibility" as much as I want. Any ideas what might be causing this? Edit: Here is the code that makes the call: private function onVisibleChange():void { _layer.visible = layerVisible.selected; changed(); } The changed() method "bakes" the bitmap: public function getBaked():BitmapData { var w:int = _composite.width + (_atmosphereOuterBlur * 2); var h:int = _composite.height + (_atmosphereOuterBlur * 2); var bmpData:BitmapData = new BitmapData(w,h,true,0x00000000); var matrix:Matrix = new Matrix(); var bounds:Rectangle = this.getBounds(this); matrix.translate(w/2,h/2); bmpData.draw(this,matrix,null,null,new Rectangle(0,0,w,h),true); return bmpData; } Incidentally, while the layer is still visible, using the Flex debugger I can verify that the layer's visible value is "false".

    Read the article

  • Best and Proper Permissions Settings for Directory

    - by Dr. DOT
    I am interested in knowing the proper, yet security-conscious settings for a directory. Here's my scenario: I have a username for FTP access to my server called "user". For the purpose of the scenario, PHP runs as "nobody" on my server. I have a directory off the document root called "sample". The "sample" directory is chmod'd at 0755 (drwxr-xr-x) "Sample" is owned by "user" and the group is set to "user" The above is all very straight forward and standard. So I want to have a script be able to create (mkdir) and delete (rmdir) directories under "sample". Yet, I don't want to obviously overly expose my server by opening up the permissions (I could easily chmod sample to 0777 and make it world write-able). What is the best combination of permissions, owner settings and/or group settings to allow my script to create and delete directories under "sample" while retaining the ability for "user" to continue to FTP into the directory? Thanks.

    Read the article

  • Resize image while rotating image in android

    - by dhams
    Hi every one ,,m working with android project in which i want to rotate image along with touch to some fix pivot point ,,,i have completed all the things but i have facing one problem ,,,while m trying to rotate image the image bitmap is resize....i dont have any idea why it occur ....if somebody have den please give me idea to come over this problem.... my code is below ..... package com.demo.rotation; import android.app.Activity; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.graphics.Matrix; import android.os.Bundle; import android.util.Log; import android.view.MotionEvent; import android.view.View; import android.view.View.OnTouchListener; import android.widget.ImageView; import android.widget.ImageView.ScaleType; public class temp extends Activity{ ImageView img1; float startX; float startX2 ; Bitmap source; Bitmap bitmap1 = null; double r; /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); img1 = (ImageView) findViewById(R.id.img1); img1.setOnTouchListener(img1TouchListener); bitmap1 = BitmapFactory.decodeResource(getResources(), R.drawable.orsl_circle_transparent); } private OnTouchListener img1TouchListener = new OnTouchListener() { @Override public boolean onTouch(View v, MotionEvent event) { switch (event.getAction()) { case MotionEvent.ACTION_MOVE: Log.d("MOVE", "1"); if(source!=null) r = Math.atan2(event.getX() - source.getWidth(), (source.getHeight() / 2) - event.getY()); Log.i("startX" + event.getX(), "startY" + event.getY()); rotate(r,bitmap1, img1); img1.setScaleType(ScaleType.CENTER); break; case MotionEvent.ACTION_DOWN: break; case MotionEvent.ACTION_UP: break; default : break; } return true; } }; private void rotate(double r , Bitmap currentBitmap ,ImageView imageView ) { int rotation = (int) Math.toDegrees(r); Matrix matrix = new Matrix(); matrix.setRotate(rotation, currentBitmap.getWidth()/2, currentBitmap.getHeight()/2); source = Bitmap.createBitmap(currentBitmap, 0, 0, currentBitmap.getWidth(), currentBitmap.getHeight(), matrix, false); imageView.setImageBitmap(source); Log.i("HIGHT OF CURRENT BITMAP", ""+source.getHeight()); } }

    Read the article

  • R library for discrete Markov chain simulation

    - by stevejb
    Hello, I am looking for something like the 'msm' package, but for discrete Markov chains. For example, if I had a transition matrix defined as such Pi <- matrix(c(1/3,1/3,1/3, 0,2/3,1/6, 2/3,0,1/2)) for states A,B,C. How can I simulate a Markov chain according to that transition matrix? Thanks,

    Read the article

  • pyplot: really slow creating heatmaps

    - by cvondrick
    I have a loop that executes the body about 200 times. In each loop iteration, it does a sophisticated calculation, and then as debugging, I wish to produce a heatmap of a NxM matrix. But, generating this heatmap is unbearably slow and significantly slow downs an already slow algorithm. My code is along the lines: import numpy import matplotlib.pyplot as plt for i in range(200): matrix = complex_calculation() plt.set_cmap("gray") plt.imshow(matrix) plt.savefig("frame{0}.png".format(i)) The matrix, from numpy, is not huge --- 300 x 600 of doubles. Even if I do not save the figure and instead update an on-screen plot, it's even slower. Surely I must be abusing pyplot. (Matlab can do this, no problem.) How do I speed this up?

    Read the article

  • What is the optimum way to secure a company wide wiki?

    - by Mark Robinson
    We have a wiki which is used by over half our company. Generally it has been very positively received. However, there is a concern over security - not letting confidential information fall into the wrong hands (i.e. competitors). The default answer is to create a complicated security matrix defining who can read what document (wiki page) based on who created it. Personally I think this mainly solves the wrong problem because it creates barriers within the company instead of a barrier to the external world. But some are concerned that people at a customer site might share information with a customer which then goes to the competitor. The administration of such a matrix is a nightmare because (1) the matrix is based on department and not projects (this is a matrix organisation), and (2) because in a wiki all pages are by definition dynamic so what is confidential today might not be confidential tomorrow (but the history is always readable!). Apart from the security matrix, we've considered restricting content on the wiki to non super secret stuff, but off course that needs to be monitored. Another solution (the current) is to monitor views and report anything suspicious (e.g. one person at a customer site having 2000 views in two days was reported). Again - this is not ideal because this does not directly imply a wrong motive. Does anyone have a better solution? How can a company wide wiki be made secure and yet keep its low threshold USP? BTW we use MediaWiki with Lockdown to exclude some administrative staff.

    Read the article

  • What is the best way to flag some elements in MATLAB? using NaN or Inf? or something else?

    - by Kamran Bigdely Shamloo
    As you may know, in many occasions, there is a need to flag some elements of a matrix. For example when we have weighted adjacency matrix, and our graph is not fully connected, we have to flag some elements to show that there is no edge between those nodes. The question is how to do that? Is it better to put NaN or Inf on that elements in the matrix? or something elese(such as -1)?

    Read the article

< Previous Page | 36 37 38 39 40 41 42 43 44 45 46 47  | Next Page >