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  • How to snap a 2D Quad to the mouse cursor using OpenGL 3.0/WIN32?

    - by NoobScratcher
    I've been having issues trying to snap a 2D Quad to the mouse cursor position I'm able : 1.) To get values into posX, posY, posZ 2.) Translate with the values from those 3 variables But the quad positioning I'm not able to do correctly in such a way that the 2D Quad is near the mouse cursor using those values from those 3 variables eg."posX, posY, posZ" I need the mouse cursor in the center of the 2D Quad. I'm hoping someone can help me achieve this. I've tried searching around with no avail. Heres the function that is ment to do the snapping but instead creates weird flicker or shows nothing at all only the 3d models show up : void display() { glClearColor(0.0,0.0,0.0,1.0); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); for(std::vector<GLuint>::iterator I = cube.begin(); I != cube.end(); ++I) { glCallList(*I); } if(DrawArea == true) { glReadPixels(winX, winY, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &winZ); cerr << winZ << endl; glGetDoublev(GL_MODELVIEW_MATRIX, modelview); glGetDoublev(GL_PROJECTION_MATRIX, projection); glGetIntegerv(GL_VIEWPORT, viewport); gluUnProject(winX, winY, winZ , modelview, projection, viewport, &posX, &posY, & posZ); glBindTexture(GL_TEXTURE_2D, DrawAreaTexture); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); glTexImage2D (GL_TEXTURE_2D, 0, GL_RGB, DrawAreaSurface->w, DrawAreaSurface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, DrawAreaSurface->pixels); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, DrawAreaTexture); glTranslatef(posX , posY, posZ); glBegin(GL_QUADS); glTexCoord2f (0.0, 0.0); glVertex3f(0.5, 0.5, 0); glTexCoord2f (1.0, 0.0); glVertex3f(0, 0.5, 0); glTexCoord2f (1.0, 1.0); glVertex3f(0, 0, 0); glTexCoord2f (0.0, 1.0); glVertex3f(0.5, 0, 0); glEnd(); } SwapBuffers(hDC); } I'm using : OpenGL 3.0 WIN32 API C++ GLSL if you really want the full source here it is - http://pastebin.com/1Ncm9HNf , Its pretty messy.

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  • How to snap a 2D Quad to the mouse cursor using OpenGL 3.0?

    - by NoobScratcher
    I've been having issues trying to snap a 2D Quad to the mouse cursor position I'm able : 1.) To get values into posX, posY, posZ 2.) Translate with the values from those 3 variables But the quad positioning I'm not able to do correctly in such a way that the 2D Quad is near the mouse cursor using those values from those 3 variables eg."posX, posY, posZ" I need the mouse cursor in the center of the 2D Quad. I'm hoping someone can help me achieve this. I've tried searching around with no avail. Heres the function that is ment to do the snapping but instead creates weird flicker or shows nothing at all only the 3d models show up : void display() { glClearColor(0.0,0.0,0.0,1.0); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); for(std::vector<GLuint>::iterator I = cube.begin(); I != cube.end(); ++I) { glCallList(*I); } if(DrawArea == true) { glReadPixels(winX, winY, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &winZ); cerr << winZ << endl; glGetDoublev(GL_MODELVIEW_MATRIX, modelview); glGetDoublev(GL_PROJECTION_MATRIX, projection); glGetIntegerv(GL_VIEWPORT, viewport); gluUnProject(winX, winY, winZ , modelview, projection, viewport, &posX, &posY, & posZ); glBindTexture(GL_TEXTURE_2D, DrawAreaTexture); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); glTexImage2D (GL_TEXTURE_2D, 0, GL_RGB, DrawAreaSurface->w, DrawAreaSurface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, DrawAreaSurface->pixels); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, DrawAreaTexture); glTranslatef(posX , posY, posZ); glBegin(GL_QUADS); glTexCoord2f (0.0, 0.0); glVertex3f(0.5, 0.5, 0); glTexCoord2f (1.0, 0.0); glVertex3f(0, 0.5, 0); glTexCoord2f (1.0, 1.0); glVertex3f(0, 0, 0); glTexCoord2f (0.0, 1.0); glVertex3f(0.5, 0, 0); glEnd(); } SwapBuffers(hDC); } I'm using : OpenGL 3.0 WIN32 API C++ GLSL if you really want the full source here it is - http://pastebin.com/1Ncm9HNf , Its pretty messy.

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  • VMware Data Recovery error -3960 and Event ID 8193 on Windows Server 2003

    - by flooooo
    I've been trying to solve this problem since a few days now without any success. What I'm trying is to make a backup of a virtual machine running Windows Server 2003 SP 2 using VMware Data Recovery 2.0.0.1861. When starting the backup task it tries to make a snapshot of the virtual machine using VSS which fails with error: Event Type: Error Event Source: VSS Event Category: None Event ID: 8193 Date: 05.06.2012 Time: 12:12:01 User: N/A Computer: LEGOLAS Description: Volume Shadow Copy Service error: Unexpected error calling routine RegSaveKeyExW. hr = 0x800703f8. For more information, see Help and Support Center at http://go.microsoft.com/fwlink/events.asp. Data: 0000: 2d 20 43 6f 64 65 3a 20 - Code: 0008: 57 52 54 52 45 47 52 43 WRTREGRC 0010: 30 30 30 30 30 33 39 36 00000396 0018: 2d 20 43 61 6c 6c 3a 20 - Call: 0020: 57 52 54 52 45 47 52 43 WRTREGRC 0028: 30 30 30 30 30 33 31 38 00000318 0030: 2d 20 50 49 44 3a 20 20 - PID: 0038: 30 30 30 30 36 34 38 38 00006488 0040: 2d 20 54 49 44 3a 20 20 - TID: 0048: 30 30 30 30 34 33 38 34 00004384 0050: 2d 20 43 4d 44 3a 20 20 - CMD: 0058: 43 3a 5c 57 49 4e 44 4f C:\WINDO 0060: 57 53 5c 53 79 73 74 65 WS\Syste 0068: 6d 33 32 5c 76 73 73 76 m32\vssv 0070: 63 2e 65 78 65 20 20 20 c.exe 0078: 2d 20 55 73 65 72 3a 20 - User: 0080: 4e 54 20 41 55 54 48 4f NT AUTHO 0088: 52 49 54 59 5c 53 59 53 RITY\SYS 0090: 54 45 4d 20 20 20 20 20 TEM 0098: 2d 20 53 69 64 3a 20 20 - Sid: 00a0: 53 2d 31 2d 35 2d 31 38 S-1-5-18 This machine was converted p2v. I have no idea where to search for the problem and what to do. Google showed a few result but none of them were useful for me. Please help me. If you need further information I'll tell you - just ask!

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  • converting 2D mouse coordinates to 3D space in OpenGL ES

    - by Jayesh
    I want to convert mouse's current X and Y coordinates into the 3D space I have drawn in the viewport. I need to do this on the OpenGL ES platform. I found following possible solutions implemented in OpenGL, but none fits what I am looking for. I found NeHe's tutorial on doing exactly this, but in traditional OpenGL way. It uses gluUnProject. http://nehe.gamedev.net/data/articles/article.asp?article=13 Although gluUnProject is not available in OpenGL ES, its implementation seems simple enough to port back. But before calling it, we need to call glReadPixels with GL_DEPTH_COMPONENT and that is not possible in OpenGL ES. (The reason I found in this thread: http://www.khronos.org/message_boards/viewtopic.php?f=4&t=771) What I want to do is similar to picking, except that I don't want to select the object but I want exact coordinates so that I can recognize particular portion of the object that is currently under mouse cursor. I went through the Picking tutorials in this answer. http://stackoverflow.com/posts/2211312/revisions But they need glRenderMode, which I believe is absent in OpenGL ES. If you know how to solve this problem in OpenGL ES, please let me know. Thanks.

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  • C++ Direct 2D How To Resize ID2D1Bitmap

    - by Nkosi Dean
    I'm making myself a simple GUI library for a game I'm making and each control needs to have a Bitmap to draw to when the control needs redrawing. When it does not need to be redrawn, it will have an already made bitmap ready to display to the screen. Since controls can be resized, this Bitmap also needs to be resized so the control can be fully drawn into it properly. How can I achieve this since it does not appear to be a Resize method to resize a bitmap, unlike an ID2D1HwndRenderTarget, which can be resized?

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  • Simplest Algorithm for 2D Interpolation

    - by Gayan
    I have two shapes which are cross sections of a channel. I want to calculate the cross section of an intermediate point between the two defined points. What's the simplest algorithm to use in this situation? P.S. I came across several algorithms like natural neighbor and poisson which seemed complex. I'm looking for a simple solution which could be implemented quickly

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  • Building an interleaved buffer for pyopengl and numpy

    - by Nick Sonneveld
    I'm trying to batch up a bunch of vertices and texture coords in an interleaved array before sending it to pyOpengl's glInterleavedArrays/glDrawArrays. The only problem is that I'm unable to find a suitably fast enough way to append data into a numpy array. Is there a better way to do this? I would have thought it would be quicker to preallocate the array and then fill it with data but instead, generating a python list and converting it to a numpy array is "faster". Although 15ms for 4096 quads seems slow. I have included some example code and their timings. #!/usr/bin/python import timeit import numpy import ctypes import random USE_RANDOM=True USE_STATIC_BUFFER=True STATIC_BUFFER = numpy.empty(4096*20, dtype=numpy.float32) def render(i): # pretend these are different each time if USE_RANDOM: tex_left, tex_right, tex_top, tex_bottom = random.random(), random.random(), random.random(), random.random() left, right, top, bottom = random.random(), random.random(), random.random(), random.random() else: tex_left, tex_right, tex_top, tex_bottom = 0.0, 1.0, 1.0, 0.0 left, right, top, bottom = -1.0, 1.0, 1.0, -1.0 ibuffer = ( tex_left, tex_bottom, left, bottom, 0.0, # Lower left corner tex_right, tex_bottom, right, bottom, 0.0, # Lower right corner tex_right, tex_top, right, top, 0.0, # Upper right corner tex_left, tex_top, left, top, 0.0, # upper left ) return ibuffer # create python list.. convert to numpy array at end def create_array_1(): ibuffer = [] for x in xrange(4096): data = render(x) ibuffer += data ibuffer = numpy.array(ibuffer, dtype=numpy.float32) return ibuffer # numpy.array, placing individually by index def create_array_2(): if USE_STATIC_BUFFER: ibuffer = STATIC_BUFFER else: ibuffer = numpy.empty(4096*20, dtype=numpy.float32) index = 0 for x in xrange(4096): data = render(x) for v in data: ibuffer[index] = v index += 1 return ibuffer # using slicing def create_array_3(): if USE_STATIC_BUFFER: ibuffer = STATIC_BUFFER else: ibuffer = numpy.empty(4096*20, dtype=numpy.float32) index = 0 for x in xrange(4096): data = render(x) ibuffer[index:index+20] = data index += 20 return ibuffer # using numpy.concat on a list of ibuffers def create_array_4(): ibuffer_concat = [] for x in xrange(4096): data = render(x) # converting makes a diff! data = numpy.array(data, dtype=numpy.float32) ibuffer_concat.append(data) return numpy.concatenate(ibuffer_concat) # using numpy array.put def create_array_5(): if USE_STATIC_BUFFER: ibuffer = STATIC_BUFFER else: ibuffer = numpy.empty(4096*20, dtype=numpy.float32) index = 0 for x in xrange(4096): data = render(x) ibuffer.put( xrange(index, index+20), data) index += 20 return ibuffer # using ctype array CTYPES_ARRAY = ctypes.c_float*(4096*20) def create_array_6(): ibuffer = [] for x in xrange(4096): data = render(x) ibuffer += data ibuffer = CTYPES_ARRAY(*ibuffer) return ibuffer def equals(a, b): for i,v in enumerate(a): if b[i] != v: return False return True if __name__ == "__main__": number = 100 # if random, don't try and compare arrays if not USE_RANDOM and not USE_STATIC_BUFFER: a = create_array_1() assert equals( a, create_array_2() ) assert equals( a, create_array_3() ) assert equals( a, create_array_4() ) assert equals( a, create_array_5() ) assert equals( a, create_array_6() ) t = timeit.Timer( "testing2.create_array_1()", "import testing2" ) print 'from list:', t.timeit(number)/number*1000.0, 'ms' t = timeit.Timer( "testing2.create_array_2()", "import testing2" ) print 'array: indexed:', t.timeit(number)/number*1000.0, 'ms' t = timeit.Timer( "testing2.create_array_3()", "import testing2" ) print 'array: slicing:', t.timeit(number)/number*1000.0, 'ms' t = timeit.Timer( "testing2.create_array_4()", "import testing2" ) print 'array: concat:', t.timeit(number)/number*1000.0, 'ms' t = timeit.Timer( "testing2.create_array_5()", "import testing2" ) print 'array: put:', t.timeit(number)/number*1000.0, 'ms' t = timeit.Timer( "testing2.create_array_6()", "import testing2" ) print 'ctypes float array:', t.timeit(number)/number*1000.0, 'ms' Timings using random numbers: $ python testing2.py from list: 15.0486779213 ms array: indexed: 24.8184704781 ms array: slicing: 50.2214789391 ms array: concat: 44.1691994667 ms array: put: 73.5879898071 ms ctypes float array: 20.6674289703 ms edit note: changed code to produce random numbers for each render to reduce object reuse and to simulate different vertices each time. edit note2: added static buffer and force all numpy.empty() to use dtype=float32 note 1/Apr/2010: still no progress and I don't really feel that any of the answers have solved the problem yet.

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  • Algorithm for 2D Interpolation

    - by Gayan
    I have two shapes which are cross sections of a channel. I want to calculate the cross section of an intermediate point between the two defined points. What's the simplest algorithm to use in this situation? P.S. I came across several algorithms like natural neighbor and poisson which seemed complex. I'm looking for a simple solution which could be implemented quickly EDIT: I removed the word "Simplest" from the title since it might be misleading

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  • Graphical sandbox for pathfinding

    - by vrode
    If you needed a clean and consistent sandbox for pathfinding what would you use? I want to experiment with different pathfinding algorithms by sending virtual units (robots) around obstacles on a geometric plane. But I don't need a feature overkill like a game engine or Flash might have, just an animated report and native collision detector. I prefer it to be scripted in python, but if there are java or C++ alternatives I would appreciate them as well.

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  • Custom UIBarButtonItem with quartz

    - by burki
    Hi! How can I draw a button with quartz that has exactly the same style as a UIBarButtonItem. The button should be able to show different colors. I downloaded the Three20 project, but this project is really complex, you'd need a lot of time to overlook the whole framework. I just want to draw a custom UIBarButtonItem. Thanks for help.

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  • 2d graph in real-time by using opencv and c++

    - by user2758510
    I have a really basic question in opencv and c++. I am trying to graph something in real time by using opencv. I am looking to find a function to draw a graph in rel-time. But still unssuccesful. I need a function that gets two arrays as an input one for x axis and one for y. I tried with this but seems not work in real-time http://www.shervinemami.info/graphs.html I just need to know if there is something available in opencv or not. Thanks in advance.

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  • Interpolating 2d data that is piecewise constant on faces

    - by celil
    I have an irregular mesh which is described by two variables - a faces array that stores the indices of the vertices that constitute each face, and a verts array that stores the coordinates of each vertex. I also have a function that is assumed to be piecewise constant over each face, and it is stored in the form of an array of values per face. I am looking for a way to construct a function f from this data. Something along the following lines: faces = [[0,1,2], [1,2,3], [2,3,4] ...] verts = [[0,0], [0,1], [1,0], [1,1],....] vals = [0.0, 1.0, 0.5, 3.0,....] f = interpolate(faces, verts, vals) f(0.2, 0.2) = 0.0 # point inside face [0,1,2] f(0.6, 0.6) = 1.0 # point inside face [1,2,3] The manual way of evaluating f(x,y) would be to find the corresponding face that the point x,y lies in, and return the value that is stored in that face. Is there a function that already implements this in scipy (or in matlab)?

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  • How to set up a user Quartz2D coordinate system with scaling that avoids fuzzy drawing?

    - by jdmuys
    This topic has been scratched once or twice, but I am still puzzled. And Google was not friendly either. Since Quartz allows for arbitrary coordinate systems using affine transform, I want to be able to draw things such as floorplans using real-life coordinate, e.g. feet. So basically, for the sake of an example, I want to scale the view so that when I draw a 10x10 rectangle (think a 1-inch box for example), I get a 60x60 pixels rectangle. It works, except the rectangle I get is quite fuzzy. Another question here got an answer that explains why. However, I'm not sure I understood that reason why, and moreover, I don't know how to fix it. Here is my code: I set my coordinate system in my awakeFromNib custom view method: - (void) awakeFromNib { CGAffineTransform scale = CGAffineTransformMakeScale(6.0, 6.0); self.transform = scale; } And here is my draw routine: - (void)drawRect:(CGRect)rect { CGContextRef context = UIGraphicsGetCurrentContext(); CGRect r = CGRectMake(10., 10., 11., 11.); CGFloat lineWidth = 1.0; CGContextStrokeRectWithWidth(context, r, lineWidth); } The square I get is scaled just fine, but totally fuzzy. Playing with lineWidth doesn't help: when lineWidth is set smaller, it gets lighter, but not crisper. So is there a way to set up a view to have a scaled coordinate system, so that I can use my domain coordinates? Or should I go back and implementing scaling in my drawing routines? Note that this issue doesn't occur for translation or rotation. Thanks

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  • 2D packing with obstacles

    - by cime
    Anybody know of an efficient algorithm for moving rectangles in a square which contains obstacles? Rectangles: can rotate can move must not collide with obstacles (black squares) Obstacles: can't be moved can be added anywhere Goal: move rectangles until you can

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  • slicing a 2d numpy array

    - by MedicalMath
    The following code: import numpy as p myarr=[[0,1],[0,6],[0,1],[0,6],[0,1],[0,6],[0,1],[0,6],[0,1],[0,6],[0,1],[0,6],[0,1],[0,6],[0,1],[0,6],[0,1],[0,6]] copy=p.array(myarr) p.mean(copy)[:,1] Is generating the following error message: Traceback (most recent call last): File "<pyshell#3>", line 1, in <module> p.mean(copy)[:,1] IndexError: 0-d arrays can only use a single () or a list of newaxes (and a single ...) as an index I looked up the syntax at this link and I seem to be using the correct syntax to slice. However, when I type copy[:,1] into the Python shell, it gives me the following output, which is clearly wrong, and is probably what is throwing the error: array([1, 6, 1, 6, 1, 6, 1, 6, 1, 6, 1, 6, 1, 6, 1, 6, 1, 6]) Can anyone show me how to fix my code so that I can extract the second column and then take the mean of the second column as intended in the original code above? EDIT: Thank you for your solutions. However, my posting was an oversimplification of my real problem. I used your solutions in my real code, and got a new error. Here is my real code with one of your solutions that I tried: filteredSignalArray=p.array(filteredSignalArray) logical=p.logical_and(EndTime-10.0<=matchingTimeArray,matchingTimeArray<=EndTime) finalStageTime=matchingTimeArray.compress(logical) finalStageFiltered=filteredSignalArray.compress(logical) for j in range(len(finalStageTime)): if j == 0: outputArray=[[finalStageTime[j],finalStageFiltered[j]]] else: outputArray+=[[finalStageTime[j],finalStageFiltered[j]]] print 'outputArray[:,1].mean() is: ',outputArray[:,1].mean() And here is the error message that is now being generated by the new code: File "mypath\myscript.py", line 1545, in WriteToOutput10SecondsBeforeTimeMarker print 'outputArray[:,1].mean() is: ',outputArray[:,1].mean() TypeError: list indices must be integers, not tuple Second EDIT: This is solved now that I added: outputArray=p.array(outputArray) above my code. I have been at this too many hours and need to take a break for a while if I am making these kinds of mistakes.

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  • Polygon packing 2D

    - by Ilnur
    Hi! I have problem of packing 2 arbitrary polygons. I.e. we have 2 arbitrary polygons. We are to find such placement of this polygons (we could make rotations and movements), when rectangle, which circumscribes this polygons has minimal area. I know, that this is a NP-complete problem. I want to choose an efficient algorithm for solving this problem. I' looking for No-Fit-Polygon approach. But I could't find anywhere the simple and clear algorithm for finding the NFP of two arbitrary polygons.

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  • Removing the image from an IKImageView

    - by Brian Postow
    I have an IKImageView that is coming up effectively un-initialized. This is happening effectively in an error-state (The user is unregistered) so I haven't had a chance to put an image in it yet. In 10.6, this comes up fine, with a black rectangle. In 10.5, however, it comes up with garbage. some rectangles of noise, some rectangles of copies of the desktop, etc. I've tried setting the ZoomFactor to 0.0, I've tried setting the image to nil, but it appears that the problem is beyond that. any ideas? (My next kludge is going to be to ship tiny blank image with the app, and try to get it to load that... but that's kind of silly)

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  • Access Violation When Writing Dynamic 2D Array... Sometimes

    - by Shraptnel
    This program is meant to generate a dynamic array, however it gives an access violation error when writing when given certain dimensions. Eg: R = 6, C = 5 crashes, but then R = 5, C = 6 doesn't. In case your wondering, it isn't my homework to "fix" this broken program, this is the method we were taught in class. Also part of my assessment is to use this method, so vectors are out. Thanks in advance! #include <iostream> using namespace std; int main(){ const int R = 6; const int C = 5; char **d; d = new char *[R]; for(int i=0; i<C; ++i){ d[i] = new char[C]; } //initialise for(int i=0; i<R; ++i){ for(int j=0; j<C; ++j){ d[i][j] = 'd'; cout<<d[i][j]; } cout<<endl; } cout<<endl; system("pause"); return 0; }

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  • What's going on here? Repeating rows in random list of lists.

    - by Jesse Aldridge
    I expected to get a grid of unique random numbers. Instead each row is the same sequence of numbers. What's going on here? from pprint import pprint from random import random nrows, ncols = 5, 5 grid = [[0] * ncols] * nrows for r in range(nrows): for c in range(ncols): grid[r][c] = int(random() * 100) pprint(grid) Example output: [[64, 82, 90, 69, 36], [64, 82, 90, 69, 36], [64, 82, 90, 69, 36], [64, 82, 90, 69, 36], [64, 82, 90, 69, 36]]

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  • Difference dynamic static 2d array c++

    - by snorlaks
    Hello, Im using opensource library called wxFreeChart to draw some XY charts. In example there is code which uses static array as a serie : double data1[][2] = { { 10, 20, }, { 13, 16, }, { 7, 30, }, { 15, 34, }, { 25, 4, }, }; dataset->AddSerie((double *) data1, WXSIZEOF(dynamicArray)); WXSIZEOF ismacro defined like: sizeof(array)/sizeof(array[0]) In this case everything works great but in my program Im using dynamic arrays (according to users input). I made a test and wrotecode like below: double **dynamicArray = NULL; dynamicArray = new double *[5] ; for( int i = 0 ; i < 5 ; i++ ) dynamicArray[i] = new double[2]; dynamicArray [0][0] = 10; dynamicArray [0][1] = 20; dynamicArray [1][0] = 13; dynamicArray [1][1] = 16; dynamicArray [2][0] = 7; dynamicArray [2][1] = 30; dynamicArray [3][0] = 15; dynamicArray [3][1] = 34; dynamicArray [4][0] = 25; dynamicArray [4][1] = 4; dataset->AddSerie((double *) *dynamicArray, WXSIZEOF(dynamicArray)); But it doesnt work correctly. I mean point arent drawn. I wonder if there is any possibility that I can "cheat" that method and give it dynamic array in way it understands it and will read data from correct place thanks for help

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  • How can you animate a sprite in SFML (C++)

    - by Apoc
    Lets say I have 4 images and I want to use these 4 images to animate a character. The 4 images represent the character walking. I want the animation to repeat itself as long as I press the key to move but to stop right when I unpress it. It doesn't need to be SFML specific if you don't know it, just basic theory would really help me. Thank you.

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