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  • How many SQL queries per HTTP request is optimal?

    - by Chris Kooken
    I know the answer to this question for the most part is "It Depends", however I wanted to see if anyone had some pointers. We execute queries each request in ASP.NET MVC. Each request we need to get user rights information, and Various data for the Views that we are displaying. How many is too much, I know I should be conscious to the number of queries i am executing. I would assume if they are small queries and optimized out, half-a-dozen should be okay? Am I right? What do you think?

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  • How can a computer render a CLI/console along with a GUI?

    - by Nathaniel Bennett
    I'm confused when looking into graphics - specifically with operating systems. I mean, how can a computer render a CLI/console along with a GUI? GUI's are completely different from text. And how can we have GUI windows that display text interfaces, ie how can we have CLI in modern Graphics Operating system - that's what I'm mainly trying to grip on to. How does graphics get rendered to display? Is there some sort of memory address that a GPU access which holds all pixel data, and there system's within OS's that gather the pixel position of windows and widgets, along with the Z Index and rasterize them to that memory address, which then the GPU loads to the screen? How about the CLI's integrated with Graphics? How does the OS tell the GPU that a certain part of the screen wants to display text while the rest wants to display pixel data?

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  • How Did we get from CLI to Graphics?

    - by Nathaniel Bennett
    I'm confused when looking into graphics - specifically with operating systems. I mean, how can a computer render a CLI/console along with a GUI. GUI's are completely different from Text. and How Can we have GUI windows that Display Text interfaces, ie how can we have CLI in modern Graphics Operating system - that's what I'm mainly trying to grip on to. How Do Graphic's get rendered to display? is there some sort of memory address that a GPU access which holds all pixel data, and there system's within OS's that Gather the pixel position of Windows and Widgets, along with the Z Index and rasterize them to that memory address, which then the GPU loads to the screen? How About the CLI's integrated with Graphics? how does the OS Tell the GPU that a certain part of the screen wants to display text while the rest, whats to display pixel data? it's all very confusing. Shed some light in it, will ya?

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  • How to structure well my adwords campaign?

    - by Romain Dorange
    I am starting an adwords campaigns and I will measure conversion rates using the Adwords conversion tracking pixel. Conversion might be account creation or a concrete sale. As it will be a test campaign to have some insights on CTR, CR, etc... on the future, I am likely to try several configurations. two differents ads with different landing URL and messages : one with a focus on the product / the other will contains a discount embedded in the URL 4 differents groups/thematics of keywords I guess I have to build 4 ads groups based on the keywords 2 ads with the different messages assign the two ads to each ads groups follow the campaign precisely in the ads tabs where I can see the effectiveness of each Ads per Ads Groups (for a total of 8 lines of reporting) Am I right ? Also, what are the KPI I can have from an adwords campaign tu measure global effectiveness? measure of ROI from concrete sales (tracking pixel with e-commerce tag on confirmation page) measure of ROI from leads acquisition (tracking pixel on account creation) measure of traffic increase with the campaign Thanks a lot.

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  • Outline Shader Effect for Orthogonal Geometry in XNA

    - by Griffin
    I just recently started learning the art of shading, but I can't give an outline width to 2D, concave geometry when restrained to a single vertex/pixel shader technique (thanks to XNA). the shape I need to give an outline to has smooth, per-vertex coloring, as well as opacity. The outline, which has smooth, per-vertex coloring, variable width, and opacity cannot interfere with the original shape's colors. A pixel depth border detection algorithm won't work because pixel depth isn't a 3.0 semantic. expanding geometry / redrawing won't work because it interferes with the original shape's colors. I'm wondering if I can do something with the stencil/depth buffer outside of the shader functions since I have access to that through the graphics device. But I don't believe I'm able to manipulate actual values. How might I do this?

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  • How to structure my AdWords campaign for testing and different groups of keywords?

    - by Romain Dorange
    I am starting an AdWords campaigns and I will measure conversion rates using the AdWords conversion tracking pixel. Conversion might be account creation or a concrete sale. As it will be a test campaign to have some insights on CTR, CR, etc... on the future, I am likely to try several configurations: Two different ads with different landing URL and messages: one with a focus on the product / the other will contains a discount embedded in the URL. 4 different groups or themes of keywords. I guess I have to build 4 ads groups based on the keywords 2 ads with the different messages assign the two ads to each ads groups follow the campaign precisely in the ads tabs where I can see the effectiveness of each Ads per Ads Groups (for a total of 8 lines of reporting) Also, what are the key performance indicators that I can have from an AdWords campaign to measure global effectiveness? measure of return on investment from concrete sales (tracking pixel with e-commerce tag on confirmation page) measure o return on investment from leads acquisition (tracking pixel on account creation) measure of traffic increase with the campaign

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  • Why distance field text rendering have clear outline?

    - by jinhwan
    http://www.valvesoftware.com/publications/2007/SIGGRAPH2007_AlphaTestedMagnification.pdf All the process for doing distance rendering is clear, but 'how does it work' is not clear for me. It looks like that distance field pixels which are created around original pixel may affect 2d texture sampling interpolation process. But I can't understand the interpolation process. I've read that the distance field rendering is processed under nearest-neighbour interpolation. If it is true, shouldn't the distance field redering creates non interpolated result? In my thought, they should looks liked retro style pixel art. Where do i misunderstand in this process? So far, It is no difference with alpha test for me. Both of them throw away all pixcel which are not in. How does extra distance field pixel affect rendering under nearest-neighbour interpolation?

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  • PHP-FPM and APC for shared hosting?

    - by Tiffany Walker
    We are looking into finding a way to get APC to only create one cache per account / site. This can be done with Fastcgi (last update 2006…) but with Fastcgid APC will have to create multiple caches for multiple processes run by the same account. To get around this problem, we have been looking into PHP-FPM PHP process manager allows multiple PHP processes to share a single APC cache. But from what I have read (I hope I'm wrong) , even if you create a pool per process, all sites accross all pools will share the same APC cache. This brings us back to the same problem as with shared Memcached: it's not secure ! On php-fpm's site I read that you can chroot php-fpm pools and define a specific UID and GID per pool… if this is the case then shouldn't APC have to use this user and not have access to other pools cache ? An article here (in 2011) suggests that you would need to run one process per pool creating multiple launchers on different ports and different config files with one pool per config file : http://groups.drupal.org/node/198168 Is this still neceessary ? If so what would be the impact of running say 800 processes of php-fpm ? Would it be mainly memory ? If so how can I work out what the memory impact would be ? I guess that it would be better to run 800 times php-fpm then to have accounts creating multiple APC caches for a single site ? If on average an account creates a 50MB cache and creates 3 caches per account that makes 150Mb per account which makes 120GB… However if each account uses on average only 50Mb that would make 40GB We will have at least 128GB of ram on our next server so 40GB is acceptable if running 800 x PHP-FPM does not create an overhead of more than 20GB ! What do you think is PHP-FPM the best way to go to provide secure APC cache on shared hosting with a server that has a decent amount of memory ? Or should I be looking at another system ? Thanks !

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  • PHP's page generation time takes 0.01s. 1/0.01 = 100; however i'm having problems reaching that number of request per seconds. Why?

    - by cedivad
    On average, my PHP page generation time is 10ms. So i should be able to execute 100 requests one after the other one (using a single core on the server, since that php is not multithreaded). However, i'm having problems reaching 50 pages per seconds. As of now i do 25 on avg., with a medium load. The application is really light, it consist in a read (<5KB) from a pool of SSDs, some read queries solved by indexes. Where should i look to solve this bottleneck?

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  • Problem with command line in windows

    - by Hoang Pham
    I copy the cmd.exe to a new location, then I run it to get the current directory location at that folder. But just recently, there is always this message: Impossibile trovare il testo del messaggio per il numero di messaggio 0x2350 nel file di messaggio per Application. Impossibile trovare il testo del messaggio per il numero di messaggio 0x2334 nel file di messaggio per Application. C:\cygwin\home\Hoang> Someone know how to solve it?

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  • Adding local users / passwords on Kerberized Linux box

    - by Brian
    Right now if I try to add a non-system user not in the university's Kerberos realm I am prompted for a Kerberos password anyway. Obviously there is no password to be entered, so I just press enter and see: passwd: Authentication token manipulation error passwd: password unchanged Typing passwd newuser has the same issue with the same message. I tried using pwconv in the hopes that only a shadow entry was needed, but it changed nothing. I want to be able to add a local user not in the realm and give them a local password without being bothered about Kerberos. I am on Ubuntu 10.04. Here are my /etc/pam.d/common-* files (the defaults that Ubuntu's pam-auth-update package generates): account # here are the per-package modules (the "Primary" block) account [success=1 new_authtok_reqd=done default=ignore] pam_unix.so # here's the fallback if no module succeeds account requisite pam_deny.so # prime the stack with a positive return value if there isn't one already; # this avoids us returning an error just because nothing sets a success code # since the modules above will each just jump around account required pam_permit.so # and here are more per-package modules (the "Additional" block) account required pam_krb5.so minimum_uid=1000 # end of pam-auth-update config auth # here are the per-package modules (the "Primary" block) auth [success=2 default=ignore] pam_krb5.so minimum_uid=1000 auth [success=1 default=ignore] pam_unix.so nullok_secure try_first_pass # here's the fallback if no module succeeds auth requisite pam_deny.so # prime the stack with a positive return value if there isn't one already; # this avoids us returning an error just because nothing sets a success code # since the modules above will each just jump around auth required pam_permit.so # and here are more per-package modules (the "Additional" block) # end of pam-auth-update config password # here are the per-package modules (the "Primary" block) password requisite pam_krb5.so minimum_uid=1000 password [success=1 default=ignore] pam_unix.so obscure use_authtok try_first_pass sha512 # here's the fallback if no module succeeds password requisite pam_deny.so # prime the stack with a positive return value if there isn't one already; # this avoids us returning an error just because nothing sets a success code # since the modules above will each just jump around password required pam_permit.so # and here are more per-package modules (the "Additional" block) # end of pam-auth-update config session # here are the per-package modules (the "Primary" block) session [default=1] pam_permit.so # here's the fallback if no module succeeds session requisite pam_deny.so # prime the stack with a positive return value if there isn't one already; # this avoids us returning an error just because nothing sets a success code # since the modules above will each just jump around session required pam_permit.so # and here are more per-package modules (the "Additional" block) session optional pam_krb5.so minimum_uid=1000 session required pam_unix.so # end of pam-auth-update config

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  • Incorrect lighting results with deferred rendering

    - by Lasse
    I am trying to render a light-pass to a texture which I will later apply on the scene. But I seem to calculate the light position wrong. I am working on view-space. In the image above, I am outputting the attenuation of a point light which is currently covering the whole screen. The light is at 0,10,0 position, and I transform it to view-space first: Vector4 pos; Vector4 tmp = new Vector4 (light.Position, 1); // Transform light position for shader Vector4.Transform (ref tmp, ref Camera.ViewMatrix, out pos); shader.SendUniform ("LightViewPosition", ref pos); Now to me that does not look as it should. What I think it should look like is that the white area should be on the center of the scene. The camera is at the corner of the scene, and it seems as if the light would move along with the camera. Here's the fragment shader code: void main(){ // default black color vec3 color = vec3(0); // Pixel coordinates on screen without depth vec2 PixelCoordinates = gl_FragCoord.xy / ScreenSize; // Get pixel position using depth from texture vec4 depthtexel = texture( DepthTexture, PixelCoordinates ); float depthSample = unpack_depth(depthtexel); // Get pixel coordinates on camera-space by multiplying the // coordinate on screen-space by inverse projection matrix vec4 world = (ImP * RemapMatrix * vec4(PixelCoordinates, depthSample, 1.0)); // Undo the perspective calculations vec3 pixelPosition = (world.xyz / world.w) * 3; // How far the light should reach from it's point of origin float lightReach = LightColor.a / 2; // Vector in between light and pixel vec3 lightDir = (LightViewPosition.xyz - pixelPosition); float lightDistance = length(lightDir); vec3 lightDirN = normalize(lightDir); // Discard pixels too far from light source //if(lightReach < lightDistance) discard; // Get normal from texture vec3 normal = normalize((texture( NormalTexture, PixelCoordinates ).xyz * 2) - 1); // Half vector between the light direction and eye, used for specular component vec3 halfVector = normalize(lightDirN + normalize(-pixelPosition)); // Dot product of normal and light direction float NdotL = dot(normal, lightDirN); float attenuation = pow(lightReach / lightDistance, LightFalloff); // If pixel is lit by the light if(NdotL > 0) { // I have moved stuff from here to above so I can debug them. // Diffuse light color color += LightColor.rgb * NdotL * attenuation; // Specular light color color += LightColor.xyz * pow(max(dot(halfVector, normal), 0.0), 4.0) * attenuation; } RT0 = vec4(color, 1); //RT0 = vec4(pixelPosition, 1); //RT0 = vec4(depthSample, depthSample, depthSample, 1); //RT0 = vec4(NdotL, NdotL, NdotL, 1); RT0 = vec4(attenuation, attenuation, attenuation, 1); //RT0 = vec4(lightReach, lightReach, lightReach, 1); //RT0 = depthtexel; //RT0 = 100 / vec4(lightDistance, lightDistance, lightDistance, 1); //RT0 = vec4(lightDirN, 1); //RT0 = vec4(halfVector, 1); //RT0 = vec4(LightColor.xyz,1); //RT0 = vec4(LightViewPosition.xyz/100, 1); //RT0 = vec4(LightPosition.xyz, 1); //RT0 = vec4(normal,1); } What am I doing wrong here?

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  • ORE graphics using Remote Desktop Protocol

    - by Sherry LaMonica
    Oracle R Enterprise graphics are returned as raster, or bitmap graphics. Raster images consist of tiny squares of color information referred to as pixels that form points of color to create a complete image. Plots that contain raster images render quickly in R and create small, high-quality exported image files in a wide variety of formats. However, it is a known issue that the rendering of raster images can be problematic when creating graphics using a Remote Desktop connection. Raster images do not display in the windows device using Remote Desktop under the default settings. This happens because Remote Desktop restricts the number of colors when connecting to a Windows machine to 16 bits per pixel, and interpolating raster graphics requires many colors, at least 32 bits per pixel.. For example, this simple embedded R image plot will be returned in a raster-based format using a standalone Windows machine:  R> library(ORE) R> ore.connect(user="rquser", sid="orcl", host="localhost", password="rquser", all=TRUE)  R> ore.doEval(function() image(volcano, col=terrain.colors(30))) Here, we first load the ORE packages and connect to the database instance using database login credentials. The ore.doEval function executes the R code within the database embedded R engine and returns the image back to the client R session. Over a Remote Desktop connection under the default settings, this graph will appear blank due to the restricted number of colors. Users who encounter this issue have two options to display ORE graphics over Remote Desktop: either raise Remote Desktop's Color Depth or direct the plot output to an alternate device. Option #1: Raise Remote Desktop Color Depth setting In a Remote Desktop session, all environment variables, including display variables determining Color Depth, are determined by the RCP-Tcp connection settings. For example, users can reduce the Color Depth when connecting over a slow connection. The different settings are 15 bits, 16 bits, 24 bits, or 32 bits per pixel. To raise the Remote Desktop color depth: On the Windows server, launch Remote Desktop Session Host Configuration from the Accessories menu.Under Connections, right click on RDP-Tcp and select Properties.On the Client Settings tab either uncheck LimitMaximum Color Depth or set it to 32 bits per pixel. Click Apply, then OK, log out of the remote session and reconnect.After reconnecting, the Color Depth on the Display tab will be set to 32 bits per pixel.  Raster graphics will now display as expected. For ORE users, the increased color depth results in slightly reduced performance during plot creation, but the graph will be created instead of displaying an empty plot. Option #2: Direct plot output to alternate device Plotting to a non-windows device is a good option if it's not possible to increase Remote Desktop Color Depth, or if performance is degraded when creating the graph. Several device drivers are available for off-screen graphics in R, such as postscript, pdf, and png. On-screen devices include windows, X11 and Cairo. Here we output to the Cairo device to render an on-screen raster graphic.  The grid.raster function in the grid package is analogous to other grid graphical primitives - it draws a raster image within the current plot's grid.  R> options(device = "CairoWin") # use Cairo device for plotting during the session R> library(Cairo) # load Cairo, grid and png libraries  R> library(grid) R> library(png)  R> res <- ore.doEval(function()image(volcano,col=terrain.colors(30))) # create embedded R plot  R> img <- ore.pull(res, graphics = TRUE)$img[[1]] # extract image  R> grid.raster(as.raster(readPNG(img)), interpolate = FALSE) # generate raster graph R> dev.off() # turn off first device   By default, the interpolate argument to grid.raster is TRUE, which means that what is actually drawn by R is a linear interpolation of the pixels in the original image. Setting interpolate to FALSE uses a sample from the pixels in the original image.A list of graphics devices available in R can be found in the Devices help file from the grDevices package: R> help(Devices)

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  • Image Erosion for face detection in C#

    - by Chris Dobinson
    Hi, I'm trying to implement face detection in C#. I currently have a black + white outline of a photo with a face within it (Here). However i'm now trying to remove the noise and then dilate the image in order to improve reliability when i implement the detection. The method I have so far is here: unsafe public Image Process(Image input) { Bitmap bmp = (Bitmap)input; Bitmap bmpSrc = (Bitmap)input; BitmapData bmData = bmp.LockBits(new Rectangle(0, 0, bmp.Width, bmp.Height), ImageLockMode.ReadWrite, PixelFormat.Format24bppRgb); int stride = bmData.Stride; int stride2 = bmData.Stride * 2; IntPtr Scan0 = bmData.Scan0; byte* p = (byte*)(void*)Scan0; int nOffset = stride - bmp.Width * 3; int nWidth = bmp.Width - 2; int nHeight = bmp.Height - 2; var w = bmp.Width; var h = bmp.Height; var rp = p; var empty = CompareEmptyColor; byte c, cm; int i = 0; // Erode every pixel for (int y = 0; y < h; y++) { for (int x = 0; x < w; x++, i++) { // Middle pixel cm = p[y * w + x]; if (cm == empty) { continue; } // Row 0 // Left pixel if (x - 2 > 0 && y - 2 > 0) { c = p[(y - 2) * w + (x - 2)]; if (c == empty) { continue; } } // Middle left pixel if (x - 1 > 0 && y - 2 > 0) { c = p[(y - 2) * w + (x - 1)]; if (c == empty) { continue; } } if (y - 2 > 0) { c = p[(y - 2) * w + x]; if (c == empty) { continue; } } if (x + 1 < w && y - 2 > 0) { c = p[(y - 2) * w + (x + 1)]; if (c == empty) { continue; } } if (x + 2 < w && y - 2 > 0) { c = p[(y - 2) * w + (x + 2)]; if (c == empty) { continue; } } // Row 1 // Left pixel if (x - 2 > 0 && y - 1 > 0) { c = p[(y - 1) * w + (x - 2)]; if (c == empty) { continue; } } if (x - 1 > 0 && y - 1 > 0) { c = p[(y - 1) * w + (x - 1)]; if (c == empty) { continue; } } if (y - 1 > 0) { c = p[(y - 1) * w + x]; if (c == empty) { continue; } } if (x + 1 < w && y - 1 > 0) { c = p[(y - 1) * w + (x + 1)]; if (c == empty) { continue; } } if (x + 2 < w && y - 1 > 0) { c = p[(y - 1) * w + (x + 2)]; if (c == empty) { continue; } } // Row 2 if (x - 2 > 0) { c = p[y * w + (x - 2)]; if (c == empty) { continue; } } if (x - 1 > 0) { c = p[y * w + (x - 1)]; if (c == empty) { continue; } } if (x + 1 < w) { c = p[y * w + (x + 1)]; if (c == empty) { continue; } } if (x + 2 < w) { c = p[y * w + (x + 2)]; if (c == empty) { continue; } } // Row 3 if (x - 2 > 0 && y + 1 < h) { c = p[(y + 1) * w + (x - 2)]; if (c == empty) { continue; } } if (x - 1 > 0 && y + 1 < h) { c = p[(y + 1) * w + (x - 1)]; if (c == empty) { continue; } } if (y + 1 < h) { c = p[(y + 1) * w + x]; if (c == empty) { continue; } } if (x + 1 < w && y + 1 < h) { c = p[(y + 1) * w + (x + 1)]; if (c == empty) { continue; } } if (x + 2 < w && y + 1 < h) { c = p[(y + 1) * w + (x + 2)]; if (c == empty) { continue; } } // Row 4 if (x - 2 > 0 && y + 2 < h) { c = p[(y + 2) * w + (x - 2)]; if (c == empty) { continue; } } if (x - 1 > 0 && y + 2 < h) { c = p[(y + 2) * w + (x - 1)]; if (c == empty) { continue; } } if (y + 2 < h) { c = p[(y + 2) * w + x]; if (c == empty) { continue; } } if (x + 1 < w && y + 2 < h) { c = p[(y + 2) * w + (x + 1)]; if (c == empty) { continue; } } if (x + 2 < w && y + 2 < h) { c = p[(y + 2) * w + (x + 2)]; if (c == empty) { continue; } } // If all neighboring pixels are processed // it's clear that the current pixel is not a boundary pixel. rp[i] = cm; } } bmpSrc.UnlockBits(bmData); return bmpSrc; } As I understand it, in order to erode the image (and remove the noise), we need to check each pixel to see if it's surrounding pixels are black, and if so, then it is a border pixel and we need not keep it, which i believe my code does, so it is beyond me why it doesn't work. Any help or pointers would be greatly appreciated Thanks, Chris

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  • NUnit-console 2.5.4 not capable of running multiple assemblies?

    - by Per Salmi
    I am having problems running tests with the command line NUnit test runner. I am using version 2.5.4 with .NET 4 on an x64 machine. Using the following line results in a failure "Could not load file or assembly 'bar' or one of its dependencies. The system cannot find the file specified." nunit-console-x86 foo.dll bar.dll /framework=4.0.30319 If I reverse the dll file names it complains about not finding 'foo' instead... It works if I run them separately like: nunit-console-x86 foo.dll /framework=4.0.30319 Also the tests of the second file works if I run: nunit-console-x86 bar.dll /framework=4.0.30319 Before upgrading our projects to 4.0 we used NUnit 2.5.2 and the same command line tool options and at that point the runner worked well with multiple assemblies. It seems like the ability to run tests on multiple files at the same time is broken... Anyone that can see the same behavior or does it work indicating that my environment is somehow broken? /Per

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  • Sort algorithm with fewest number of operations

    - by luvieere
    What is the sort algorithm with fewest number of operations? I need to implement it in HLSL as part of a pixel shader effect v2.0 for WPF, so it needs to have a really small number of operations, considering Pixel Shader's limitations. I need to sort 9 values, specifically the current pixel and its neighbors.

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  • Yahoo YQL Rate Limits

    - by catlan
    I'm a bit unsure about the Usage Information and Limits of Yahoo YQL. Per application limit (identified by your Access Key): 100,000 calls per day. Per IP limits: /v1/public/: 1,000 calls per hour; /v1/yql/: 10,000 calls per hour. Do I require an application/access key for the /v1/public/ interface, non of the examples uses one. If I don't need an application key and only access the /v1/public/ interface I only have do worry about the IP limits of 1,000 calls per hour, right?

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  • 9patch border issues

    - by synic
    Is there a trick to making 9patch images with single pixel borders? I'm not talking about the single pixel black borders that you use to define the stretchable and content areas. I'm talking about the image itself. If I create an image that has a 1 pixel border around it, often times android will pick one of the edges and stretch it to 2 (or sometimes more) pixels, even though I specifically left the edges out of the stretchable area in the draw9patch utility.

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  • WPF, ShowGridLines equivalent for wrap panel

    - by user275587
    I need to display a 1 pixel wide border around all wrap panel cells, kinda like excel grid. Unfortunately the wrap panel does not implement the grid ShowGridLines property. I can't put a border inside every cell because adjacent cells will have a 2 pixel border instead of 1 pixel. Since the wrap panel arranges it's layout dynamically and does not expose it's properties I can't evaluate the correct value for a border inside a cell. Any workaround possible?

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  • How i find the greatest number from six or more digit number?

    - by Rajendra Bhole
    Hi,thanks in advance, I have the code in which i want to find out the greatest number from six numbers, the code as follows, if( (pixels->r == 244 || pixels->g == 242 || pixels->b == 245) || (pixels->r == 236 || pixels->g == 235 || pixels->b == 233) || (pixels->r == 250 || pixels->g == 249 || pixels->b == 247) || (pixels->r == 253 || pixels->g == 251 || pixels->b == 230) || (pixels->r == 253 || pixels->g == 246 || pixels->b == 230) || (pixels->r == 254 || pixels->g == 247 || pixels->b == 229)) { numberOfPixels1++; NSLog( @"Pixel data1 %d", numberOfPixels1); } if( (pixels->r == 250 || pixels->g == 240 || pixels->b == 239) ||(pixels->r == 243 || pixels->g == 234 || pixels->b == 229) || (pixels->r == 244 || pixels->g == 241 || pixels->b == 234) || (pixels->r == 251 || pixels->g == 252 || pixels->b == 244) || (pixels->r == 252 || pixels->g == 248 || pixels->b == 237) || (pixels->r == 254 || pixels->g == 246 || pixels->b == 225)) { numberOfPixels2++; NSLog( @"Pixel data2 %d", numberOfPixels2); } if( (pixels->r == 255 || pixels->g == 249 || pixels->b == 225) ||(pixels->r == 255 || pixels->g == 249 || pixels->b == 225) || (pixels->r == 241 || pixels->g == 231 || pixels->b == 195) || (pixels->r == 239 || pixels->g == 226 || pixels->b == 173) || (pixels->r == 224 || pixels->g == 210 || pixels->b == 147) || (pixels->r == 242 || pixels->g == 226 || pixels->b == 151)) { numberOfPixels3++; NSLog( @"Pixel data3 %d", numberOfPixels3); } if( (pixels->r == 235 || pixels->g == 214 || pixels->b == 159) ||(pixels->r == 235 || pixels->g == 217 || pixels->b == 133) || (pixels->r == 227 || pixels->g == 196 || pixels->b == 103) || (pixels->r == 225 || pixels->g == 193 || pixels->b == 106) || (pixels->r == 223 || pixels->g == 193 || pixels->b == 123) || (pixels->r == 222 || pixels->g == 184 || pixels->b == 119)) { numberOfPixels4++; NSLog( @"Pixel data4 %d", numberOfPixels4); } if( (pixels->r == 199 || pixels->g == 164 || pixels->b == 100) ||(pixels->r == 188 || pixels->g == 151 || pixels->b == 98) || (pixels->r == 156 || pixels->g == 107 || pixels->b == 67) || (pixels->r == 142 || pixels->g == 88 || pixels->b == 62) || (pixels->r == 121 || pixels->g == 77 || pixels->b == 48) || (pixels->r == 100 || pixels->g == 49 || pixels->b == 22)) { numberOfPixels5++; NSLog( @"Pixel data5 %d", numberOfPixels5); } if( (pixels->r == 101 || pixels->g == 48 || pixels->b == 32) ||(pixels->r == 96 || pixels->g == 49 || pixels->b == 33) || (pixels->r == 87 || pixels->g == 50 || pixels->b == 41) || (pixels->r == 64 || pixels->g == 32 || pixels->b == 21) || (pixels->r == 49 || pixels->g == 37 || pixels->b == 41) || (pixels->r == 27 || pixels->g == 28 || pixels->b == 46)) { numberOfPixels6++; NSLog( @"Pixel data6 %d", numberOfPixels6); } I have to find out greatest from numberOfPixels1....numberOfPixels6 from above code. There are any optimum way to find out the greatest number?

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  • CreatePatternBrush and screen color depth

    - by Carlos Alloatti
    I am creating a brush using CreatePatternBrush with a bitmap created with CreateBitmap. The bitmap is 1 pixel wide and 24 pixels tall, I have the RGB value for each pixel, so I create an array of rgbquads and pass that to CreateBitmap. This works fine when the screen color depth is 32bpp, since the bitmap I create is also 32bpp. When the screen color depth is not 32bpp, this fails, and I understand why it does, since I should be creating a compatible bitmap instead. It seems I should use CreateCompatibleBitmap instead, but how do I put the pixel data I have into that bitmap? I have also read about CreateDIBPatternBrushPt, CreateDIBitmap, CreateDIBSection, etc. I don´t understand what is a DIBSection, and find the subject generally confusing. I do understand that I need a bitmap with the same color depth as the screen, but how do I create it having only the 32bpp pixel data?

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  • C++ converting binary(P5) image to ascii(P2) image (.pgm)

    - by tubby
    I am writing a simple program to convert grayscale binary (P5) to grayscale ascii (P2) but am having trouble reading in the binary and converting it to int. #include <iostream> #include <fstream> #include <sstream> using namespace::std; int usage(char* arg) { // exit program cout << arg << ": Error" << endl; return -1; } int main(int argc, char* argv[]) { int rows, cols, size, greylevels; string filetype; // open stream in binary mode ifstream istr(argv[1], ios::in | ios::binary); if(istr.fail()) return usage(argv[1]); // parse header istr >> filetype >> rows >> cols >> greylevels; size = rows * cols; // check data cout << "filetype: " << filetype << endl; cout << "rows: " << rows << endl; cout << "cols: " << cols << endl; cout << "greylevels: " << greylevels << endl; cout << "size: " << size << endl; // parse data values int* data = new int[size]; int fail_tracker = 0; // find which pixel failing on for(int* ptr = data; ptr < data+size; ptr++) { char t_ch; // read in binary char istr.read(&t_ch, sizeof(char)); // convert to integer int t_data = static_cast<int>(t_ch); // check if legal pixel if(t_data < 0 || t_data > greylevels) { cout << "Failed on pixel: " << fail_tracker << endl; cout << "Pixel value: " << t_data << endl; return usage(argv[1]); } // if passes add value to data array *ptr = t_data; fail_tracker++; } // close the stream istr.close(); // write a new P2 binary ascii image ofstream ostr("greyscale_ascii_version.pgm"); // write header ostr << "P2 " << rows << cols << greylevels << endl; // write data int line_ctr = 0; for(int* ptr = data; ptr < data+size; ptr++) { // print pixel value ostr << *ptr << " "; // endl every ~20 pixels for some readability if(++line_ctr % 20 == 0) ostr << endl; } ostr.close(); // clean up delete [] data; return 0; } sample image - Pulled this from an old post. Removed the comment within the image file as I am not worried about this functionality now. When compiled with g++ I get output: $> ./a.out a.pgm filetype: P5 rows: 1024 cols: 768 greylevels: 255 size: 786432 Failed on pixel: 1 Pixel value: -110 a.pgm: Error The image is a little duck and there's no way the pixel value can be -110...where am I going wrong? Thanks.

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  • Can I create a dataset XSD without using the designer?

    - by Per Åkerberg
    Hi everyone, I want to be able to create the XSD file for my typed dataset without using the visual studio dataset designer. Is there a way to do this using for instance a command-line tool? There is some magic happening when a table is dragged from the server explorer to the design surface, but where does that magic come from? To add some flavour to the mix, I am using DB2 LUW 9.1, but I am guessing that the process is similar using other database vendors. Once I have the XSD I can use XSD.exe to create my .CS class, no problem. Thanks for any help or suggestion! /Per

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