Search Results

Search found 2562 results on 103 pages for 'vector'.

Page 48/103 | < Previous Page | 44 45 46 47 48 49 50 51 52 53 54 55  | Next Page >

  • 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

  • Omni-directional light shadow mapping with cubemaps in WebGL

    - by Winged
    First of all I must say, that I have read a lot of posts describing an usage of cubemaps, but I'm still confused about how to use them. My goal is to achieve a simple omni-directional (point) light type shading in my WebGL application. I know that there is a lot more techniques (like using Two-Hemispheres or Camera Space Shadow Mapping) which are way more efficient, but for an educational purpose cubemaps are my primary goal. Till now, I have adapted a simple shadow mapping which works with spotlights (with one exception: I don't know how to cut off the glitchy part beyond the reach of a single shadow map texture): glitchy shadow mapping<<< So for now, this is how I understand the usage of cubemaps in shadow mapping: Setup a framebuffer (in case of cubemaps - 6 framebuffers; 6 instead of 1 because every usage of framebufferTexture2D slows down an execution which is nicely described here <<<) and a texture cubemap. Also in WebGL depth components are not well supported, so I need to render it to RGBA first. this.texture = gl.createTexture(); gl.bindTexture(gl.TEXTURE_CUBE_MAP, this.texture); gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR); for (var face = 0; face < 6; face++) gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, gl.RGBA, this.size, this.size, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); gl.bindTexture(gl.TEXTURE_CUBE_MAP, null); this.framebuffer = []; for (face = 0; face < 6; face++) { this.framebuffer[face] = gl.createFramebuffer(); gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer[face]); gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, this.texture, 0); gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, this.depthbuffer); var e = gl.checkFramebufferStatus(gl.FRAMEBUFFER); // Check for errors if (e !== gl.FRAMEBUFFER_COMPLETE) throw "Cubemap framebuffer object is incomplete: " + e.toString(); } Setup the light and the camera (I'm not sure if should I store all of 6 view matrices and send them to shaders later, or is there a way to do it with just one view matrix). Render the scene 6 times from the light's position, each time in another direction (X, -X, Y, -Y, Z, -Z) for (var face = 0; face < 6; face++) { gl.bindFramebuffer(gl.FRAMEBUFFER, shadow.buffer.framebuffer[face]); gl.viewport(0, 0, shadow.buffer.size, shadow.buffer.size); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); camera.lookAt( light.position.add( cubeMapDirections[face] ) ); scene.draw(shadow.program); } In a second pass, calculate the projection a a current vertex using light's projection and view matrix. Now I don't know If should I calculate 6 of them, because of 6 faces of a cubemap. ScaleMatrix pushes the projected vertex into the 0.0 - 1.0 region. vDepthPosition = ScaleMatrix * uPMatrixFromLight * uVMatrixFromLight * vWorldVertex; In a fragment shader calculate the distance between the current vertex and the light position and check if it's deeper then the depth information read from earlier rendered shadow map. I know how to do it with a 2D Texture, but I have no idea how should I use cubemap texture here. I have read that texture lookups into cubemaps are performed by a normal vector instead of a UV coordinate. What vector should I use? Just a normalized vector pointing to the current vertex? For now, my code for this part looks like this (not working yet): float shadow = 1.0; vec3 depth = vDepthPosition.xyz / vDepthPosition.w; depth.z = length(vWorldVertex.xyz - uLightPosition) * linearDepthConstant; float shadowDepth = unpack(textureCube(uDepthMapSampler, vWorldVertex.xyz)); if (depth.z > shadowDepth) shadow = 0.5; Could you give me some hints or examples (preferably in WebGL code) how I should build it?

    Read the article

  • Direct3D - Zooming into Mouse Position

    - by roohan
    I'm trying to implement my camera class for a simulation. But I cant figure out how to zoom into my world based on the mouse position. I mean the object under the mouse cursor should remain at the same screen position. My zooming looks like this: VOID ZoomIn(D3DXMATRIX& WorldMatrix, FLOAT const& MouseX, FLOAT const& MouseY) { this->Position.z = this->Position.z * 0.9f; D3DXMatrixLookAtLH(&this->ViewMatrix, &this->Position, &this->Target, &this->UpDirection); } I passed the world matrix to the function because I had the idea to move my drawing origin according to the mouse position. But I cant find out how to calculate the offset in to move my drawing origin. Anyone got an idea how to calculate this? Thanks in advance. SOLVED Ok I solved my problem. Here is the code if anyone is interested: VOID CAMERA2D::ZoomIn(FLOAT const& MouseX, FLOAT const& MouseY) { // Get the setting of the current view port. D3DVIEWPORT9 ViewPort; this->Direct3DDevice->GetViewport(&ViewPort); // Convert the screen coordinates of the mouse to world space coordinates. D3DXVECTOR3 VectorOne; D3DXVECTOR3 VectorTwo; D3DXVec3Unproject(&VectorOne, &D3DXVECTOR3(MouseX, MouseY, 0.0f), &ViewPort, &this->ProjectionMatrix, &this->ViewMatrix, &WorldMatrix); D3DXVec3Unproject(&VectorTwo, &D3DXVECTOR3(MouseX, MouseY, 1.0f), &ViewPort, &this->ProjectionMatrix, &this->ViewMatrix, &WorldMatrix); // Calculate the resulting vector components. float WorldZ = 0.0f; float WorldX = ((WorldZ - VectorOne.z) * (VectorTwo.x - VectorOne.x)) / (VectorTwo.z - VectorOne.z) + VectorOne.x; float WorldY = ((WorldZ - VectorOne.z) * (VectorTwo.y - VectorOne.y)) / (VectorTwo.z - VectorOne.z) + VectorOne.y; // Move the camera into the screen. this->Position.z = this->Position.z * 0.9f; D3DXMatrixLookAtLH(&this->ViewMatrix, &this->Position, &this->Target, &this->UpDirection); // Calculate the world space vector again based on the new view matrix, D3DXVec3Unproject(&VectorOne, &D3DXVECTOR3(MouseX, MouseY, 0.0f), &ViewPort, &this->ProjectionMatrix, &this->ViewMatrix, &WorldMatrix); D3DXVec3Unproject(&VectorTwo, &D3DXVECTOR3(MouseX, MouseY, 1.0f), &ViewPort, &this->ProjectionMatrix, &this->ViewMatrix, &WorldMatrix); // Calculate the resulting vector components. float WorldZ2 = 0.0f; float WorldX2 = ((WorldZ2 - VectorOne.z) * (VectorTwo.x - VectorOne.x)) / (VectorTwo.z - VectorOne.z) + VectorOne.x; float WorldY2 = ((WorldZ2 - VectorOne.z) * (VectorTwo.y - VectorOne.y)) / (VectorTwo.z - VectorOne.z) + VectorOne.y; // Create a temporary translation matrix for calculating the origin offset. D3DXMATRIX TranslationMatrix; D3DXMatrixIdentity(&TranslationMatrix); // Calculate the origin offset. D3DXMatrixTranslation(&TranslationMatrix, WorldX2 - WorldX, WorldY2 - WorldY, 0.0f); // At the offset to the cameras world matrix. this->WorldMatrix = this->WorldMatrix * TranslationMatrix; } Maybe someone has even a better solution than mine.

    Read the article

  • Is my class structure good enough?

    - by Rivten
    So I wanted to try out this challenge on reddit which is mostly about how you structure your data the best you can. I decided to challenge my C++ skills. Here's how I planned this. First, there's the Game class. It deals with time and is the only class main has access to. A game has a Forest. For now, this class does not have a lot of things, only a size and a Factory. Will be put in better use when it will come to SDL-stuff I guess A Factory is the thing that deals with the Game Objects (a.k.a. Trees, Lumberjack and Bears). It has a vector of all GameObjects and a queue of Events which will be managed at the end of one month. A GameObject is an abstract class which can be updated and which can notify the Event Listener The EventListener is a class which handles all the Events of a simulation. It can recieve events from a Game Object and notify the Factory if needed, the latter will manage correctly the event. So, the Tree, Lumberjack and Bear classes all inherits from GameObject. And Sapling and Elder Tree inherits from Tree. Finally, an Event is defined by an event_type enumeration (LUMBERJACK_MAWED, SAPPLING_EVOLUTION, ...) and an event_protagonists union (a GameObject or a pair of GameObject (who killed who ?)). I was quite happy at first with this because it seems quite logic and flexible. But I ended up questionning this structure. Here's why : I dislike the fact that a GameObject need to know about the Factory. Indeed, when a Bear moves somewhere, it needs to know if there's a Lumberjack ! Or it is the Factory which handles places and objects. It would be great if a GameObject could only interact with the EventListener... or maybe it's not that much of a big deal. Wouldn't it be better if I separate the Factory in three vectors ? One for each kind of GameObject. The idea would be to optimize research. If I'm looking do delete a dead lumberjack, I would only have to look in one shorter vector rather than a very long vector. Another problem arises when I want to know if there is any particular object in a given case because I have to look for all the gameObjects and see if they are at the given case. I would tend to think that the other idea would be to use a matrix but then the issue would be that I would have empty cases (and therefore unused space). I don't really know if Sapling and Elder Tree should inherit from Tree. Indeed, a Sapling is a Tree but what about its evolution ? Should I just delete the sapling and say to the factory to create a new Tree at the exact same place ? It doesn't seem natural to me to do so. How could I improve this ? Is the design of an Event quite good ? I've never used unions before in C++ but I didn't have any other ideas about what to use. Well, I hope I have been clear enough. Thank you for taking the time to help me !

    Read the article

  • Android Canvas Coordinate System

    - by Mitch
    I'm trying to find information on how to change the coordinate system for the canvas. I have some vector data I'd like to draw to a canvas using things like circles and lines, but the data's coordinate system doesn't match the canvas coordinate system. Is there a way to map the units I'm using to the screen's units? I'm drawing to an ImageView which isn't taking up the entire display. If I have to do my own calculations prior to each drawing call, how to I find the width and height of my ImageView? The getWidth() and getHeight() calls I tried seem to be returning the entire canvas size and not the size of the ImageView which isn't helpful. I see some matrix stuff, is that something that will work for me? I tried to use the "public void scale(float sx, float sy)", but that works more like a pixel level zoom rather than a vector scale function by expanding each pixel. This means if the dimensions are increased to fit the screen, the line thickness is also increased. Update: After some research I'm starting to think there's no way to change coordinate systems to something else. I'll need to map all my coordinates to the screen's pixel coordinates and do so by modifying each vector. The getWidth() and getHeight() seem to be working better for me now. I can say what was wrong, but I suspect I can't use these methods inside the constructor.

    Read the article

  • boost.serialization and lazy initialization

    - by niXman
    i need to serialize directory tree. i have no trouble with this type: std::map< std::string, // string(path name) std::vector<std::string> // string array(file names in the path) > tree; but for the serialization the directory tree with the content i need other type: std::map< std::string, // string(path name) std::vector< // files array std::pair< std::string, // file name std::vector< // array of file pieces std::pair< // <<<<<<<<<<<<<<<<<<<<<< for this i need lazy initialization std::string, // piece buf boost::uint32_t // crc32 summ on piece > > > > > tree; how can i serialize the object of type "std::pair" in the moment of its serialization?

    Read the article

  • Context migration in CUDA.NET

    - by Vyacheslav
    I'm currently using CUDA.NET library by GASS. I need to initialize cuda arrays (actually cublas vectors, but it doesn't matters) in one CPU thread and use them in other CPU thread. But CUDA context which holding all initialized arrays and loaded functions, can be attached to only one CPU thread. There is mechanism called context migration API to detach context from one thread and attach it to another. But i don't how to properly use it in CUDA.NET. I tried something like this: class Program { private static float[] vector1, vector2; private static CUDA cuda; private static CUBLAS cublas; private static CUdeviceptr ptr; static void Main(string[] args) { cuda = new CUDA(false); cublas = new CUBLAS(cuda); cuda.Init(); cuda.CreateContext(0); AllocateVectors(); cuda.DetachContext(); CUcontext context = cuda.PopCurrentContext(); GetVectorFromDeviceAsync(context); } private static void AllocateVectors() { vector1 = new float[]{1f, 2f, 3f, 4f, 5f}; ptr = cublas.Allocate(vector1.Length, sizeof (float)); cublas.SetVector(vector1, ptr); vector2 = new float[5]; } private static void GetVectorFromDevice(object objContext) { CUcontext localContext = (CUcontext) objContext; cuda.PushCurrentContext(localContext); cuda.AttachContext(localContext); //change vector somehow vector1[0] = -1; //copy changed vector to device cublas.SetVector(vector1, ptr); cublas.GetVector(ptr, vector2); CUDADriver.cuCtxPopCurrent(ref localContext); } private static void GetVectorFromDeviceAsync(CUcontext cUcontext) { Thread thread = new Thread(GetVectorFromDevice); thread.IsBackground = false; thread.Start(cUcontext); } } But execution fails on attempt to copy changed vector to device because context is not attached? Any ideas how i can get it work?

    Read the article

  • Ruby on Rails: How to sanitize a string for SQL when not using find?

    - by williamjones
    I'm trying to sanitize a string that involves user input without having to resort to manually crafting my own possibly buggy regex if possible, however, if that is the only way I would also appreciate if anyone can point me in the right direction to a regex that is unlikely to be missing anything. There are a number of methods in Rails that can allow you to enter in native SQL commands, how do people escape user input for those? The question I'm asking is a broad one, but in my particular case, I'm working with a column in my Postgres database that Rails does not natively understand as far as I know, the tsvector, which holds plain text search information. Rails is able to write and read from it as if it's a string, however, unlike a string, it doesn't seem to be automatically escaping it when I do things like vector= inside the model. For example, when I do model.name='::', where name is a string, it works fine. When I do model.vector='::' it errors out: ActiveRecord::StatementInvalid: PGError: ERROR: syntax error in tsvector: "::" "vectors" = E'::' WHERE "id" = 1 This seems to be a problem caused by lack of escaping of the semicolons, and I can manually set the vector='\:\:' fine. I also had the bright idea, maybe I can just call something like: ActiveRecord::Base.connection.execute "UPDATE medias SET vectors = ? WHERE id = 1", "::" However, this syntax doesn't work, because the raw SQL commands don't have access to find's method of escaping and inputting strings by using the ? mark. This strikes me as the same problem as calling connection.execute with any type of user input, as it all boils down to sanitizing the strings, but I can't seem to find any way to manually call Rails' SQL string sanitization methods. Can anyone provide any advice?

    Read the article

  • Why is the compiler not selecting my function-template overload in the following example?

    - by Steve Guidi
    Given the following function templates: #include <vector> #include <utility> struct Base { }; struct Derived : Base { }; // #1 template <typename T1, typename T2> void f(const T1& a, const T2& b) { }; // #2 template <typename T1, typename T2> void f(const std::vector<std::pair<T1, T2> >& v, Base* p) { }; Why is it that the following code always invokes overload #1 instead of overload #2? void main() { std::vector<std::pair<int, int> > v; Derived derived; f(100, 200); // clearly calls overload #1 f(v, &derived); // always calls overload #1 } Given that the second parameter of f is a derived type of Base, I was hoping that the compiler would choose overload #2 as it is a better match than the generic type in overload #1. Are there any techniques that I could use to rewrite these functions so that the user can write code as displayed in the main function (i.e., leveraging compiler-deduction of argument types)?

    Read the article

  • Changing JButton background colour temporarily?

    - by sashep
    Hi, I'm super new to Java, and in need of some help. I'm making a little java desktop application where I basically have a grid of 4 JButtons ( 2 x 2 grid), and I need the background colour of individual JButtons to change, and after one second, change back to the original colour (the game I'm trying to make is like Simon, where you have to follow a pattern of buttons that light up). I have a vector that contains randomly generated numbers in the range of 1 to 4, and I want to be able to get each element from the vector and get the corresponding button to change to a different colour for one second (for example, if the vector contains 2 4 1, I would want button 2 to change, then button 4 to change, then button 1 to change). Is this possible or is there a better way to go about doing this with something other than JButtons? How do I implement this? Also, I'm running Mac OS X, which apparently (based on some things I've read on forums) doesn't like JButtons background changing (I think it's because of system look and feel), how can I change this so it works on mac? Thank you in advance for any help :)

    Read the article

  • [ActionScript 3] Array subclasses cannot be deserialized, Error #1034

    - by aaaidan
    I've just found a strange error when deserializing from a ByteArray, where Vectors cannot contain types that extend Array: there is a TypeError when they are deserialized. TypeError: Error #1034: Type Coercion failed: cannot convert []@4b8c42e1 to com.myapp.ArraySubclass. at flash.utils::ByteArray/readObject() at com.myapp::MyApplication()[/Users/aaaidan/MyApp/com/myapp/MyApplication.as:99] Here's how: public class Application extends Sprite { public function Application() { // register the custom class registerClassAlias("MyArraySubclass", MyArraySubclass); // write a vector containing an array subclass to a byte array var vec:Vector.<MyArraySubclass> = new Vector.<MyArraySubclass>(); var arraySubclass:MyArraySubclass = new MyArraySubclass(); arraySubclass.customProperty = "foo"; vec.push(arraySubclass); var ba:ByteArray = new ByteArray(); ba.writeObject(arraySubclass); ba.position = 0; // read it back var arraySubclass2:MyArraySubclass = ba.readObject() as MyArraySubclass; // throws TypeError } } public class MyArraySubclass extends Array { public var customProperty:String = "default"; } It's a pretty specific case, but it seems very odd to me. Anyone have any ideas what's causing it, or how it could be fixed?

    Read the article

  • Ruby on Rails: How to sanitize a string for SQL when not using find and other built-in methods?

    - by williamjones
    I'm trying to sanitize a string that involves user input without having to resort to manually crafting my own possibly buggy regex if possible. There are a number of methods in Rails that can allow you to enter in native SQL commands, how do people escape user input for those? The question I'm asking is a broad one, but in my particular case, I'm working with a column in my Postgres database that Rails does not natively understand as far as I know, the tsvector, which holds plain text search information. Rails is able to write and read from it as if it's a string, however, unlike a string, it doesn't seem to be automatically escaping it when I do things like vector= inside the model. For example, when I do model.name='::', where name is a string, it works fine. When I do model.vector='::' it errors out: ActiveRecord::StatementInvalid: PGError: ERROR: syntax error in tsvector: "::" "vectors" = E'::' WHERE "id" = 1 This seems to be a problem caused by lack of escaping of the semicolons, and I can manually set the vector='\:\:' fine. I also had the bright idea, maybe I can just call something like: ActiveRecord::Base.connection.execute "UPDATE medias SET vectors = ? WHERE id = 1", "::" However, this syntax doesn't work, because the raw SQL commands don't have access to find's method of escaping and inputting strings by using the ? mark. This strikes me as the same problem as calling connection.execute with any type of user input, as it all boils down to sanitizing the strings, but I can't seem to find any way to manually call Rails' SQL string sanitization methods. Can anyone provide any advice?

    Read the article

  • How to count term frequency for set of documents?

    - by ManBugra
    i have a Lucene-Index with following documents: doc1 := { caldari, jita, shield, planet } doc2 := { gallente, dodixie, armor, planet } doc3 := { amarr, laser, armor, planet } doc4 := { minmatar, rens, space } doc5 := { jove, space, secret, planet } so these 5 documents use 14 different terms: [ caldari, jita, shield, planet, gallente, dodixie, armor, amarr, laser, minmatar, rens, jove, space, secret ] the frequency of each term: [ 1, 1, 1, 4, 1, 1, 2, 1, 1, 1, 1, 1, 2, 1 ] for easy reading: [ caldari:1, jita:1, shield:1, planet:4, gallente:1, dodixie:1, armor:2, amarr:1, laser:1, minmatar:1, rens:1, jove:1, space:2, secret:1 ] What i do want to know now is, how to obtain the term frequency vector for a set of documents? for example: Set<Documents> docs := [ doc2, doc3 ] termFrequencies = magicFunction(docs); System.out.pring( termFrequencies ); would result in the ouput: [ caldari:0, jita:0, shield:0, planet:2, gallente:1, dodixie:1, armor:2, amarr:1, laser:1, minmatar:0, rens:0, jove:0, space:0, secret:0 ] remove all zeros: [ planet:2, gallente:1, dodixie:1, armor:2, amarr:1, laser:1 ] Notice, that the result vetor contains only the term frequencies of the set of documents. NOT the overall frequencies of the whole index! The term 'planet' is present 4 times in the whole index but the source set of documents only contains it 2 times. A naive implementation would be to just iterate over all documents in the docs set, create a map and count each term. But i need a solution that would also work with a document set size of 100.000 or 500.000. Is there a feature in Lucene i can use to obtain this term vector? If there is no such feature, how would a data structure look like someone can create at index time to obtain such a term vector easily and fast? I'm not that Lucene expert so i'am sorry if the solution is obvious or trivial.

    Read the article

  • Computing complex math equations in python

    - by dassouki
    Are there any libraries or techniques that simplify computing equations ? Take the following two examples: F = B * { [ a * b * sumOf (A / B ''' for all i ''' ) ] / [ sumOf(c * d * j) ] } where: F = cost from i to j B, a, b, c, d, j are all vectors in the format [ [zone_i, zone_j, cost_of_i_to_j], [..]] This should produce a vector F [ [1,2, F_1_2], ..., [i,j, F_i_j] ] T_ij = [ P_i * A_i * F_i_j] / [ SumOf [ Aj * F_i_j ] // j = 1 to j = n ] where: n is the number of zones T = vector [ [1, 2, A_1_2, P_1_2], ..., [i, j, A_i_j, P_i_j] ] F = vector [1, 2, F_1_2], ..., [i, j, F_i_j] so P_i would be the sum of all P_i_j for all j and Aj would be sum of all P_j for all i I'm not sure what I'm looking for, but perhaps a parser for these equations or methods to deal with multiple multiplications and products between vectors? To calculate some of the factors, for example A_j, this is what i use from collections import defaultdict A_j_dict = defaultdict(float) for A_item in TG: A_j_dict[A_item[1]] += A_item[3] Although this works fine, I really feel that it is a brute force / hacking method and unmaintainable in the case we want to add more variables or parameters. Are there any math equation parsers you'd recommend? Side Note: These equations are used to model travel. Currently I use excel to solve a lot of these equations; and I find that process to be daunting. I'd rather move to python where it pulls the data directly from our database (postgres) and outputs the results into the database. All that is figured out. I'm just struggling with evaluating the equations themselves. Thanks :)

    Read the article

  • Matlab - Propagate points orthogonally on to the edge of shape boundaries

    - by Graham
    Hi I have a set of points which I want to propagate on to the edge of shape boundary defined by a binary image. The shape boundary is defined by a 1px wide white edge. I also have the coordinates of these points stored in a 2 row by n column matrix. The shape forms a concave boundary with no holes within itself made of around 2500 points. I want to cast a ray from each point from the set of points in an orthogonal direction and detect at which point it intersects the shape boundary at. What would be the best method to do this? Are there some sort of ray tracing algorithms that could be used? Or would it be a case of taking orthogonal unit vector and multiplying it by a scalar and testing after multiplication if the end point of the vector is outside the shape boundary. When the end point of the unit vector is outside the shape, just find the point of intersection? Thank you very much in advance for any help!

    Read the article

  • How much of STL is too much?

    - by Darius Kucinskas
    I am using a lot of STL code with std::for_each, bind, and so on, but I noticed that sometimes STL usage is not good idea. For example if you have a std::vector and want to do one action on each item of the vector, your first idea is to use this: std::for_each(vec.begin(), vec.end(), Foo()) and it is elegant and ok, for a while. But then comes the first set of bug reports and you have to modify code. Now you should add parameter to call Foo(), so now it becomes: std::for_each(vec.begin(), vec.end(), std::bind2nd(Foo(), X)) but that is only temporary solution. Now the project is maturing and you understand business logic much better and you want to add new modifications to code. It is at this point that you realize that you should use old good: for(std::vector::iterator it = vec.begin(); it != vec.end(); ++it) Is this happening only to me? Do you recognise this kind of pattern in your code? Have you experience similar anti-patterns using STL?

    Read the article

  • Transfer data between C++ classes efficiently

    - by David
    Hi, Need help... I have 3 classes, Manager which holds 2 pointers. One to class A another to class B . A does not know about B and vise versa. A does some calculations and at the end it puts 3 floats into the clipboard. Next, B pulls from clipboard the 3 floats, and does it's own calculations. This loop is managed by the Manager and repeats many times (iteration after iteration). My problem: Now class A produces a vector of floats which class B needs. This vector can have more than 1000 values and I don't want to use the clipboard to transfer it to B as it will become time consumer, even bottleneck, since this behavior repeats step by step. Simple solution is that B will know A (set a pointer to A). Other one is to transfer a pointer to the vector via Manager But I'm looking for something different, more object oriented that won't break the existent separation between A and B Any ideas ? Many thanks David

    Read the article

  • Android - Correspondence between ImageView coordinates and Bitmap Pixels

    - by Matteo
    In my application I want the user to be able to select some content of an Image contained inside an ImageView. To select the content I subclassed the ImageView class making it implement the OnTouchListener so to draw over it a rectangle with borders decided by the user. Here is an example of the result of the drawing (to have an idea you can think of it as when you click with the mouse on your desktop and drag the mouse): Now I need to determine which pixels of the Bitmap image correspond to the selected part. It's kind of easy to determine which are the points of the ImageView belonging to the rectangle, but I don't know how to get the correspondent pixels, since the ImageView has a different aspect ratio than the original image. I followed the approach described especially here, but also here, but am not fully satisfied because in my opinion the correspondence made is 1 on 1 between pixels and points on the ImageView and does not give me all the correspondent pixels on the original image to the selected area. Calling hoveredRect the rectangle on the ImageView the points inside of it are: class Point { float x, y; @Override public String toString() { return x + ", " + y; } } Vector<Point> pointsInRect = new Vector<Point>(); for( int x = hoveredRect.left; x <= hoveredRect.right; x++ ){ for( int y = hoveredRect.top; y <= hoveredRect.bottom; y++ ){ Point pointInRect = new Point(); pointInRect.x = x; pointInRect.y = y; pointsInRect.add(pointInRect); } } How can I obtain a Vector<Pixels> pixelsInImage containing the correspondent pixels?

    Read the article

  • Accessing Members of Containing Objects from Contained Objects.

    - by Bunkai.Satori
    If I have several levels of object containment (one object defines and instantiates another object which define and instantiate another object..), is it possible to get access to upper, containing - object variables and functions, please? Example: class CObjectOne { public: CObjectOne::CObjectOne() { Create(); }; void Create(); std::vector<ObjectTwo>vObejctsTwo; int nVariableOne; } bool CObjectOne::Create() { CObjectTwo ObjectTwo(this); vObjectsTwo.push_back(ObjectTwo); } class CObjectTwo { public: CObjectTwo::CObjectTwo(CObjectOne* pObject) { pObjectOne = pObject; Create(); }; void Create(); CObjectOne* GetObjectOne(){return pObjectOne;}; std::vector<CObjectTrhee>vObjectsTrhee; CObjectOne* pObjectOne; int nVariableTwo; } bool CObjectTwo::Create() { CObjectThree ObjectThree(this); vObjectsThree.push_back(ObjectThree); } class CObjectThree { public: CObjectThree::CObjectThree(CObjectTwo* pObject) { pObjectTwo = pObject; Create(); }; void Create(); CObjectTwo* GetObjectTwo(){return pObjectTwo;}; std::vector<CObjectsFour>vObjectsFour; CObjectTwo* pObjectTwo; int nVariableThree; } bool CObjectThree::Create() { CObjectFour ObjectFour(this); vObjectsFour.push_back(ObjectFour); } main() { CObjectOne myObject1; } Say, that from within CObjectThree I need to access nVariableOne in CObjectOne. I would like to do it as follows: int nValue = vObjectThree[index].GetObjectTwo()->GetObjectOne()->nVariable1; However, after compiling and running my application, I get Memory Access Violation error. What is wrong with the code above(it is example, and might contain spelling mistakes)? Do I have to create the objects dynamically instead of statically? Is there any other way how to achieve variables stored in containing objects from withing contained objects?

    Read the article

  • C++ interpreter conceptual problem

    - by Jan Wilkins
    I've built an interpreter in C++ for a language created by me. One main problem in the design was that I had two different types in the language: number and string. So I have to pass around a struct like: class myInterpreterValue { myInterpreterType type; int intValue; string strValue; } Objects of this class are passed around million times a second during e.g.: a countdown loop in my language. Profiling pointed out: 85% of the performance is eaten by the allocation function of the string template. This is pretty clear to me: My interpreter has bad design and doesn't use pointers enough. Yet, I don't have an option: I can't use pointers in most cases as I just have to make copies. How to do something against this? Is a class like this a better idea? vector<string> strTable; vector<int> intTable; class myInterpreterValue { myInterpreterType type; int locationInTable; } So the class only knows what type it represents and the position in the table This however again has disadvantages: I'd have to add temporary values to the string/int vector table and then remove them again, this would eat a lot of performance again. Help, how do interpreters of languages like Python or Ruby do that? They somehow need a struct that represents a value in the language like something that can either be int or string.

    Read the article

  • Mixing c++ standard strings and windows API

    - by JB
    Many windows APIs take a pointer to a buffer and a size element but the result needs to go into a c++ string. (I'm using windows unicode here so they are wstrings) Here is an example :- #include <iostream> #include <string> #include <vector> #include <windows.h> using namespace std; // This is the method I'm interested in improving ... wstring getComputerName() { vector<wchar_t> buffer; buffer.resize(MAX_COMPUTERNAME_LENGTH+1); DWORD size = MAX_COMPUTERNAME_LENGTH; GetComputerNameW(&buffer[0], &size); return wstring(&buffer[0], size); } int main() { wcout << getComputerName() << "\n"; } My question really is, is this the best way to write the getComputerName function so that it fits into C++ better, or is there a better way? I don't see any way to use a string directly without going via a vector unless I missed something? It works fine, but somehow seems a little ugly. The question isn't about that particular API, it's just a convenient example.

    Read the article

  • C++ class is not being included properly.

    - by ravloony
    Hello all, I have a problem which is either something I have completely failed to understand, or very strange. It's probably the first one, but I have spent the whole afternoon googling with no success, so here goes... I have a class called Schedule, which has as a member a vector of Room. However, when I compile using cmake, or even by hand, I get the following: In file included from schedule.cpp:1: schedule.h:13: error: ‘Room’ was not declared in this scope schedule.h:13: error: template argument 1 is invalid schedule.h:13: error: template argument 2 is invalid schedule.cpp: In constructor ‘Schedule::Schedule(int, int, int)’: schedule.cpp:12: error: ‘Room’ was not declared in this scope schedule.cpp:12: error: expected ‘;’ before ‘r’ schedule.cpp:13: error: request for member ‘push_back’ in ‘((Schedule*)this)->Schedule::_sched’, which is of non-class type ‘int’ schedule.cpp:13: error: ‘r’ was not declared in this scope Here are the relevant bits of code: #include <vector> #include "room.h" class Schedule { private: std::vector<Room> _sched; //line 13 int _ndays; int _nrooms; int _ntslots; public: Schedule(); ~Schedule(); Schedule(int nrooms, int ndays, int ntslots); }; Schedule::Schedule(int nrooms, int ndays, int ntslots):_ndays(ndays), _nrooms(nrooms),_ntslots(ntslots) { for (int i=0; i<nrooms;i++) { Room r(ndays,ntslots); _sched.push_back(r); } } In theory, g++ should compile a class before the one that includes it. There are no circular dependencies here, it's all straightforward stuff. I am completely stumped on this one, which is what leads me to believe that I must be missing something. :-D

    Read the article

  • How might I wrap the FindXFile-style APIs to the STL-style Iterator Pattern in C++?

    - by BillyONeal
    Hello everyone :) I'm working on wrapping up the ugly innards of the FindFirstFile/FindNextFile loop (though my question applies to other similar APIs, such as RegEnumKeyEx or RegEnumValue, etc.) inside iterators that work in a manner similar to the Standard Template Library's istream_iterators. I have two problems here. The first is with the termination condition of most "foreach" style loops. STL style iterators typically use operator!= inside the exit condition of the for, i.e. std::vector<int> test; for(std::vector<int>::iterator it = test.begin(); it != test.end(); it++) { //Do stuff } My problem is I'm unsure how to implement operator!= with such a directory enumeration, because I do not know when the enumeration is complete until I've actually finished with it. I have sort of a hack together solution in place now that enumerates the entire directory at once, where each iterator simply tracks a reference counted vector, but this seems like a kludge which can be done a better way. The second problem I have is that there are multiple pieces of data returned by the FindXFile APIs. For that reason, there's no obvious way to overload operator* as required for iterator semantics. When I overload that item, do I return the file name? The size? The modified date? How might I convey the multiple pieces of data to which such an iterator must refer to later in an ideomatic way? I've tried ripping off the C# style MoveNext design but I'm concerned about not following the standard idioms here. class SomeIterator { public: bool next(); //Advances the iterator and returns true if successful, false if the iterator is at the end. std::wstring fileName() const; //other kinds of data.... }; EDIT: And the caller would look like: SomeIterator x = ??; //Construct somehow while(x.next()) { //Do stuff } Thanks! Billy3

    Read the article

  • C++ iterators, default initialization and what to use as an uninitialized sentinel.

    - by Hassan Syed
    The Context I have a custom template container class put together from a map and vector. The map resolves a string to an ordinal, and the vector resolves an ordinal (only an initial string to ordinal lookup is done, future references are to the vector) to the entry. The entries are modified intrusively to contain a a bool "assigned" and an iterator_type which is a const_iterator to the container class's map. My container class will use RCF's serialization code (which models boost::serialization) to serialize my container classes to nodes in a network. Serializing iterator's is not possible, or a can of worms, and I can easily regenerate them onces the vectors and maps are serialized on the remote site. The Question I need to default initialize, and be able to test that the iterator has not been assigned to (if it is assigned it is valid, if not it is invalid). Since map iterators are not invalidated upon operations performed on it (unless of course items are removed :D) am I to assume that map<x,y>::end() is a valid sentinel (regardless of the state of the map -- i.e., it could be empty) to initialize to ? I will always have access to the parent map, I'm just unsure wheather end() is the same as the map contents change. I don't want to use another level of indirection (--i.e., boost::optional) to achieve my goal, I'd rather forego compiler checks to correct logic, but it would be nice if I didn't need to. Misc This question exists, but most of its content seems non-sense. Assigning a NULL to an iterator is invalid according to g++ and clang++. This is another similar question, but it focuses on the common use-cases of iterators, which generally tends to be using the iterator to iterate, ofcourse in this use-case the state of the container isn't meant to change whilst iteration is going on.

    Read the article

  • How to calculate the normal of points on a 3D cubic Bézier curve given normals for its start and end points?

    - by Robert
    I'm trying to render a "3D ribbon" using a single 3D cubic Bézier curve to describe it (the width of the ribbon is some constant). The first and last control points have a normal vector associated with them (which are always perpendicular to the tangents at those points, and describe the surface normal of the ribbon at those points), and I'm trying to smoothly interpolate the normal vector over the course of the curve. For example, given a curve which forms the letter 'C', with the first and last control points both having surface normals pointing upwards, the ribbon should start flat, parallel to the ground, slowly turn, and then end flat again, facing the same way as the first control point. To do this "smoothly", it would have to face outwards half-way through the curve. At the moment (for this case), I've only been able to get all the surfaces facing upwards (and not outwards in the middle), which creates an ugly transition in the middle. It's quite hard to explain, I've attached some images below of this example with what it currently looks like (all surfaces facing upwards, sharp flip in the middle) and what it should look like (smooth transition, surfaces slowly rotate round). Silver faces represent the front, black faces the back. Incorrect, what it currently looks like: Correct, what it should look like: All I really need is to be able to calculate this "hybrid normal vector" for any point on the 3D cubic bézier curve, and I can generate the polygons no problem, but I can't work out how to get them to smoothly rotate round as depicted. Completely stuck as to how to proceed!

    Read the article

< Previous Page | 44 45 46 47 48 49 50 51 52 53 54 55  | Next Page >