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  • Need guidelines for optimizing WebGL performance by minimizing shader changes

    - by brainjam
    I'm trying to get an idea of the practicality of WebGL for rendering large architectural interior scenes, consisting of 100K's of triangles. These triangles are distributed over many objects, and there are many materials in the scene. On the other hand, there are no moving parts. And the materials tend to be fairly simple, mostly based on texture maps. There is a lot of texture map sharing .. for example all the chairs in scene will share a common map. There is also some multitexturing - up to three textures overlaid in a material. I've been doing a little experimentation and reading, and gather that frequently switching materials during a rendering pass will slow things down. For example, a scene with 200K triangles will have significant performance differences, depending on whether there are 10 or 1000 objects, assuming that each time an object is displayed a new material is set up. So it seems that if performance is important the scene should be sorted by materials so as to minimize material switching. What I'm looking for is guidelines on how to think of the overhead of various state changes, and where do I get the biggest bang for the buck. For example, what are the relative performance costs of, say, gl.useProgram(), gl.uniformMatrix4fv(), gl.drawElements() should I try to write ubershaders to minimize shader switching? should I try to aggregate geometry to minimize the number of gl.drawElements() calls I realize that mileage may vary depending on browser, OS, and graphics hardware. And I'm also not looking for heroic measures. Just some guidelines from people who have already had some experience in making scenes fast. I'll add that while I've had some experience with fixed-pipeline OpenGL programming in the past, I'm rather new to the WebGL/OpenGL ES 2.0 way of doing things.

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  • How to get rid of gap when I add my custom UIViewController to window?

    - by wgpubs
    I'm getting this gap at the bottom of my window after I add the view of a custom UIViewController. The gap goes away as the view is shifted down after I move to another view and then back. Here is the code in the app delegate: - (void)applicationDidFinishLaunching:(UIApplication *)application { // Override point for customization after application launch CustomViewController *gvc = [[CustomViewController alloc] init]; self.customViewController = gvc; [gvc release]; [window addSubview:customViewController.view]; [window makeKeyAndVisible]; } "CustomViewController" is used as a root view controller to simply coordinate which other UIViewControllers to display. As such I simply set its view = to that of the first ViewController's view needed like so: - (void)loadView { UIView *v = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 320, 480)]; self.view = v; [v release]; // Add the HomeViewController to the top of the stack MainViewController *mvc = [[MainViewController alloc] initWithNibName:@"MainView" bundle:nil]; mvc.delegate = self; self.mainViewController = mvc; [mvc release]; [self.view addSubview:self.mainViewController.view]; } I've tried a bunch of things including what you see here with no luck. Any ideas? thanks

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  • WCF RIA Services Custom Type with Collection of Custom Types

    - by Blakewell
    Is it possible to have a custom type within a custom type and have the result returned via WCF RIA services? I have the following two classes below, but I can't gain access to the Verticies property within the Polygon class. I assume it is because it is a custom class, or something to do with it being a List collection. Polygon Class public class Polygon { public Polygon() { _vertices = new List<Location>(); } private int _id; [Key] public int Id { get; set; } private List<Location> _vertices; public List<Location> Vertices { get { return _vertices; } set { _vertices = value; } } } Location Class public class Location { public Location() { } /// <summary> /// Default constructor for creating a Location object /// </summary> /// <param name="latitude"></param> /// <param name="longitude"></param> public Location( double latitude, double longitude ) { _latitude = latitude; _longitude = longitude; } private int _id; [Key] public int Id { get { return _id; } set { _id = value; } } private double _latitude; /// <summary> /// Latitude coordinate of the location /// </summary> public double Latitude { get { return _latitude; } set { _latitude = value; } } private double _longitude; /// <summary> /// Longitude coordiante of the location /// </summary> public double Longitude { get { return _longitude; } set { _longitude = value; } } }

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  • NHibernate complex order query

    - by manu08
    Here's my simplified domain public class Notification { public Guid ID { get; set; } public string Name { get; set; } public IEnumerable<Location> Locations { get; set; } } public class Location { public Guid Id { get; set; } public string Name { get; set; } public decimal Longitude { get; set; } public decimal Latitude { get; set; } } Notifications and Locations have a many-to-many relationship (defined in table LocationsOnNotification). What I'd like to do is query for the nearest 10 Notifications from a given longitude and latitude. I've been trying to use ICriteria, but I'm not sure how to specify the ordering correctly: return Session.CreateCriteria<Notification>() .SetFirstResult(firstIndex) .SetMaxResults(maxResults) .AddOrder(Order.Asc( WHAT GOES HERE! )) .List<Notification>(); What I've been thinking of so far is adding a formula property to the Location mapping; something like this: <property name='Distance' formula='lots of geometry'/> But I'm not sure if that can take in parameters (since I'd need to pass in the user's location to calculate the distance), plus I'm not sure how to specify it in the Order.Asc clause given that it's a property on a many-to-many association class. Any ideas? Or perhaps I should take a different approach altogether. Thanks in advance!

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  • Is there a way to automaticly call all versions of an inherited method?

    - by Eric
    I'm writing a plug-in for a 3D modeling program. I have a custom class that wraps instances of elements in the 3D model, and in turn derives it's properties from the element it wraps. When the element in the model changes I want my class(es) to update their properties based on the new geometry. In the simplified example below. I have classes AbsCurveBasd, Extrusion, and Shell which are all derived from one another. Each of these classes implement a RefreshFromBaseShape() method which updates specific properties based on the current baseShape the class is wrapping. I can call base.RefreshFromBaseShape() in each implementation of RefreshFromBaseShape() to ensure that all the properties are updated. But I'm wondering if there is a better way where I don't have to remember to do this in every implementation of RefershFromBaseShape()? For example because AbsCurveBased does not have a parameterless constructor the code wont even compile unless the constructors call the base class constructors. public abstract class AbsCurveBased { internal Curve baseShape; double Area{get;set;} public AbsCurveBased(Curve baseShape) { this.baseShape = baseShape; RefreshFromBaseShape(); } public virtual void RefreshFromBaseShape() { //sets the Area property from the baseShape } } public class Extrusion : AbsCurveBased { double Volume{get;set;} double Height{get;set;} public Extrusion(Curve baseShape):base(baseShape) { this.baseShape = baseShape; RefreshFromBaseShape(); } public override void RefreshFromBaseShape() { base.RefreshFromBaseShape(); //sets the Volume property based on the area and the height } } public class Shell : Extrusion { double ShellVolume{get;set;} double ShellThickness{get;set;} public Shell(Curve baseShape): base(baseShape) { this.baseShape = baseShape; RefreshFromBaseShape(); } public void RefreshFromBaseShape() { base.RefreshFromBaseShape(); //sets this Shell Volume from the Extrusion properties and ShellThickness property } }

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  • Point data structure for a sketching application

    - by bebraw
    I am currently developing a little sketching application based on HTML5 Canvas element. There is one particular problem I haven't yet managed to find a proper solution for. The idea is that the user will be able to manipulate existing stroke data (points) quite freely. This includes pushing point data around (ie. magnet tool) and manipulating it at whim otherwise (ie. altering color). Note that the current brush engine is able to shade by taking existing stroke data in count. It's a quick and dirty solution as it just iterates the points in the current stroke and checks them against a distance rule. Now the problem is how to do this in a nice manner. It is extremely important to be able to perform efficient queries that return all points within given canvas coordinate and radius. Other features, such as space usage, should be secondary to this. I don't mind doing some extra processing between strokes while the user is not painting. Any pointers are welcome. :)

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  • Extending the .NET type system so the compiler enforces semantic meaning of primitive values in cert

    - by Drew Noakes
    I'm working with geometry a bit at the moment and am converting a lot between degrees and radians. Unfortunately, both of these are represented by double, so there's compile time warning/error if I try to pass a value in degrees where radians are expected. I believe F# has a compile-time solution for this (called units of measure.) I'd like to do something similar in C#. As another example, imagine a SQL library that accepts various query parameters as strings. It'd be good to have a way of enforcing that only clean strings were allowed to be passed in at runtime, and the only way to get a clean string was to pass through some SQL injection attack preventing logic. The obvious solution is to wrap the double/string/whatever in a new type to give it the type information the compiler needs. I'm curious if anyone has an alternative solution. If you do think wrapping is the only/best way, then please go into some of the downsides of the pattern (and any upsides I haven't mentioned too.) I'm especially concerned about the performance of abstracted primitive numeric types on my calculations at runtime.

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  • retrieve value from hashtable with clone of key; C#

    - by Johnny
    I would like to know if there is any possible way to retrieve an item from a hashtable using a key that is identical to the actual key, but a different object. I understand why it is probably not possible, but I would like to see if there is any tricky way to do it. My problem arises from the fact that, being as stupid as I am, I created hashtables with int[] as the keys, with the integer arrays containing indices representing spatial position. I somehow knew that I needed to create a new int[] every time I wanted to add a new entry, but neglected to think that when I generated spatial coordinate arrays later they would be worthless in retrieving the values from my hashtables. Now I am trying to decide whether to rearrange things so that I can store my values in ArrayLists, or whether to search through the list of keys in the Hashtable for the one I need every time I want to get a value, neither of the options being very cool. Unless of course there is a way to get //1 to work like //2! Thanks in advance. static void Main(string[] args) { Hashtable dog = new Hashtable(); //1 int[] man = new int[] { 5 }; dog.Add(man, "hello"); int[] cat = new int[] { 5 }; Console.WriteLine(dog.ContainsKey(cat)); //false //2 int boy = 5; dog.Add(boy, "wtf"); int kitten = 5; Console.WriteLine(dog.ContainsKey(kitten)); //true; }

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  • Qt/PyQt dialog with toggable fullscreen mode - problem on Windows

    - by Guard
    I have a dialog created in PyQt. It's purpose and functionality don't matter. The init is: class MyDialog(QWidget, ui_module.Ui_Dialog): def __init__(self, parent=None): super(MyDialog, self).__init__(parent) self.setupUi(self) self.installEventFilter(self) self.setWindowFlags(Qt.Dialog | Qt.WindowTitleHint) self.showMaximized() Then I have event filtering method: def eventFilter(self, obj, event): if event.type() == QEvent.KeyPress: key = event.key() if key == Qt.Key_F11: if self.isFullScreen(): self.setWindowFlags(self._flags) if self._state == 'm': self.showMaximized() else: self.showNormal() self.setGeometry(self._geometry) else: self._state = 'm' if self.isMaximized() else 'n' self._flags = self.windowFlags() self._geometry = self.geometry() self.setWindowFlags(Qt.Tool | Qt.FramelessWindowHint) self.showFullScreen() return True elif key == Qt.Key_Escape: self.close() return QWidget.eventFilter(self, obj, event) As can be seen, Esc is used for dialog hiding, and F11 is used for toggling full-screen. In addition, if the user changed the dialog mode from the initial maximized to normal and possibly moved the dialog, it's state and position are restored after exiting the full-screen. Finally, the dialog is created on the MainWindow action triggered: d = MyDialog(self) d.show() It works fine on Linux (Ubuntu Lucid), but quite strange on Windows 7: if I go to the full-screen from the maximized mode, I can't exit full-screen (on F11 dialog disappears and appears in full-screen mode again. If I change the dialog's mode to Normal (by double-clicking its title), then go to full-screen and then return back, the dialog is shown in the normal mode, in the correct position, but without the title line. Most probably the reason for both cases is the same - the setWindowFlags doesn't work. But why? Is it also possible that it is the bug in the recent PyQt version? On Ubuntu I have 4.6.x from apt, and on Windows - the latest installer from the riverbank site.

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  • Using OpenGL vertex buffers in C++.

    - by Ren
    I've loaded a Wavefront .obj file and drawn it in immediate mode, and it works fine. I'm now trying to draw the same model with a vertex buffer, but I have a question. My model data is organized in the following structures: struct Vert { double x; double y; double z; }; struct Norm { double x; double y; double z; }; struct Texcoord { double u; double v; double w; }; struct Face { unsigned int v[3]; unsigned int n[3]; unsigned int t[3]; }; struct Model { unsigned int vertNumber; unsigned int normNumber; unsigned int texcoordNumber; unsigned int faceNumber; Vert * vertArray; Norm * normArray; Texcoord * texcoordArray; Face * faceArray; }; As it is now, I don't think there is any redundant data, since multiple face structures can point to the same vertex, normal, or texture coordinate. When I make vbo's for the vertex positions, normals, and texture coordinates, and assign data to them with glBufferData, do I have to have make arrays with redundant data so that they will all have the same number of elements in the same order? I'd like to know if there is a simpler way to fill the buffers with the way I already have the model's data organized.

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  • MouseMotion Sensor Method Call

    - by user321894
    I have a soon-to-be due assignment due in computer science. I have encountered a problem, for which no matter how long I study the API's of the class and superclasses, I can not figure out. Suppose I wish to design a sort of "Breakout game" where the mouse motion controls the motion of a block that is used to bounce a ball, which then destroys multi colored bricks. How do you specifically make the block "listen" to the mouse? The below code is what I have attempted to achieve the desired results. /** Breakout Program*/ public class Breakout extends GraphicsProgram implements MouseMotionListener { ... /** The Paddle Itself */ private GRect paddle = new GRect(0, HEIGHT-PADDLEBOTTOM_OFFSET, PADDLEWIDTH, PADDLEHEIGHT); ... /** Run the Breakout program. */ public void run() { paddle.setFillColor(Color.BLACK); paddle.setFilled(true); add(paddle); paddle.addMouseListener(this); ... } /** Move the horizontal middle of the paddle to the x-coordinate of the mouse position - * -but keep the paddle completely on the board. */ public void mouseMoved(MouseEvent e) { GPoint p= new GPoint(e.getPoint()); double x = p.getX(); paddle.setLocation(x, HEIGHT-PADDLEBOTTOM_OFFSET); } } Any clarification on why/what I am doing incorrectly would be helpful, thanks.

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  • Textures in Opengl ES 2 not working properly

    - by Adl
    Hi! I'm working with Opengl ES 2 on iphone and right now I am trying to get my textures working on my objects. I'm using .obj files and all the data in them are correct. I have written a parser myself to retrieve all data, I convert it to static arrays in C. I discard the material properties for now, only getting the image path from the .mtl files manually. I have an object with 336 triangles, making this non-trivial to observe, with appertaining vertices, vertex faces and texture coordinates (u,v). Passing all data into the shaders, the resulting image is this: http://img530.imageshack.us/img530/9637/pic1io.png http://img404.imageshack.us/img404/7358/pic2pg.png But it should look like this (Displaying it in an object viewer). Please ignore the material properties. http://img16.imageshack.us/img16/1401/pic3cq.png Using this image as a texture: http://img217.imageshack.us/img217/1300/shirtdiffuse.png I'm thinking it might have to do with texture coordinate faces ? It is defined in my .obj file, and I'm not using them at all. In books and tutorials I have not found anything concerning this. Regards Niclas

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  • SQL Server 2008 spatial index and CPU utilization with MapGuide Open Source 2.1

    - by Antonio de la Peña
    I have a SQL Server table with hundreds of thousands of geometry type parcels. I have made indexes on them trying different combinations of density and objects per cell settings. So far I'm settiling for LOW, LOW, MEDIUM, MEDIUM and 16 objects per cell and I made a SP that sets the bounding box according to the extents of the entities in the table. There is an incredible performance boost from queries taking almost minutes without index to less than seconds, it gets faster when the zoom is closer thus less objects are displayed. Yet the CPU utilization gets to 100% when querying for features, even when the queries themselves are fast. I'm worrying this will not fly in a production environment. I am using MapGuide Open Source 2.1 for this project, but I am positive the CPU load is caused by SQL Server. I wonder if my indexes are set properly. I haven't found any clear documentation on how to properly set them up. Every article I've read basically says "it depends..." but nothing specific. Do you have any recommendations for me, including books, articles? Thank you.

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  • Better use a tuple or numpy array for storing coordinates

    - by Ivan
    Hi, I'm porting an C++ scientific application to python, and as I'm new to python, some problems come to my mind: 1) I'm defining a class that will contain the coordinates (x,y). These values will be accessed several times, but they only will be read after the class instantiation. Is it better to use an tuple or an numpy array, both in memory and access time wise? 2) In some cases, these coordinates will be used to build a complex number, evaluated on a complex function, and the real part of this function will be used. Assuming that there is no way to separate real and complex parts of this function, and the real part will have to be used on the end, maybe is better to use directly complex numbers to store (x,y)? How bad is the overhead with the transformation from complex to real in python? The code in c++ does a lot of these transformations, and this is a big slowdown in that code. 3) Also some coordinates transformations will have to be performed, and for the coordinates the x and y values will be accessed in separate, the transformation be done, and the result returned. The coordinate transformations are defined in the complex plane, so is still faster to use the components x and y directly than relying on the complex variables? Thank you

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  • RectangleGeometry with relative dimensions... how?

    - by Padu Merloti
    I'm trying to replicate the nowadays so fashionable "reflex" effect on a controltemplate for buttons I'm creating. The basic idea is to create a rectangle with a gradient fill from white to transparent and then clip some of that semi-transparent rectangle with a rectanglegeometry. The problem is that I don't know how to define a relative rectangle geometry. I kind of worked around width by defining a large value (1000), but height is a problem. For example, it works good for buttons that have a 200 height, but doesn't do anything for smaller buttons. Any ideas? <Rectangle RadiusX="5" RadiusY="5" StrokeThickness="1" Stroke="Transparent"> <Rectangle.Fill> <LinearGradientBrush StartPoint="0,0" EndPoint="0,0.55"> <GradientStop Color="#66ffffff" Offset="0.0" /> <GradientStop Color="Transparent" Offset="1.0" /> </LinearGradientBrush> </Rectangle.Fill> <Rectangle.Clip> <RectangleGeometry Rect="0,0,1000,60" /> </Rectangle.Clip> </Rectangle>

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  • Which text margin does SWT Table use when drawing text?

    - by Zordid
    I got a relatively easy question - but I cannot find anything anywhere to answer it. I use a simple SWT table widget in my application that displays only text in the cells. I got an incremental search feature and want to highlight text snippets in all cells if they match. So when typing "a", all "a"s should be highlighted. To get this, I add an SWT.EraseItem listener to interfere with the background drawing. If the current cell's text contains the search string, I find the positions and calculate relative x-coordinates within the text using event.gc.stringExtent - easy. With that I just draw rectangles "behind" the occurrences. Now, there's a flaw in this. The table does not draw the text without a margin, so my x coordinate does not really match - it is slightly off by a few pixels! But how many?? Where do I retrieve the cell's text margins that table's own drawing will use? No clue. Cannot find anything. :-( Bonus question: the table's draw method also shortens text and adds "..." if it does not fit into the cell. Hmm. My occurrence finder takes the TableItem's text and thus also tries to mark occurrences that are actually not visible because they are consumed by the "...". How do I get the shortened text and not the "real" text within the EraseItem draw handler? Thanks!

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  • Qt/PyQt dialog with togglable fullscreen mode - problem on Windows

    - by Guard
    I have a dialog created in PyQt. It's purpose and functionality don't matter. The init is: class MyDialog(QWidget, ui_module.Ui_Dialog): def __init__(self, parent=None): super(MyDialog, self).__init__(parent) self.setupUi(self) self.installEventFilter(self) self.setWindowFlags(Qt.Dialog | Qt.WindowTitleHint) self.showMaximized() Then I have event filtering method: def eventFilter(self, obj, event): if event.type() == QEvent.KeyPress: key = event.key() if key == Qt.Key_F11: if self.isFullScreen(): self.setWindowFlags(self._flags) if self._state == 'm': self.showMaximized() else: self.showNormal() self.setGeometry(self._geometry) else: self._state = 'm' if self.isMaximized() else 'n' self._flags = self.windowFlags() self._geometry = self.geometry() self.setWindowFlags(Qt.Tool | Qt.FramelessWindowHint) self.showFullScreen() return True elif key == Qt.Key_Escape: self.close() return QWidget.eventFilter(self, obj, event) As can be seen, Esc is used for dialog hiding, and F11 is used for toggling full-screen. In addition, if the user changed the dialog mode from the initial maximized to normal and possibly moved the dialog, it's state and position are restored after exiting the full-screen. Finally, the dialog is created on the MainWindow action triggered: d = MyDialog(self) d.show() It works fine on Linux (Ubuntu Lucid), but quite strange on Windows 7: if I go to the full-screen from the maximized mode, I can't exit full-screen (on F11 dialog disappears and appears in full-screen mode again). If I change the dialog's mode to Normal (by double-clicking its title), then go to full-screen and then return back, the dialog is shown in the normal mode, in the correct position, but without the title line. Most probably the reason for both cases is the same - the setWindowFlags doesn't work. But why? Is it also possible that it is the bug in the recent PyQt version? On Ubuntu I have 4.6.x from apt, and on Windows - the latest installer from the riverbank site.

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  • Storing and loading a subtitle of an annotation with NSUserDefualts

    - by Krismutt
    Happy new year everybody! Basically, what I try to do is to save a subtitle to an annotation when the application terminates. When the application starts again I want this stored subtitle to show up in the callout of the annotation again. What am I doing wrong? I just can't get it to work... storeLocation.m - (void)setCoordinate:(CLLocationCoordinate2D)coor { MKReverseGeocoder *geocoder = [[[MKReverseGeocoder alloc] initWithCoordinate:coor] autorelease]; geocoder.delegate = self; coordinate = coor; [geocoder start]; NSUserDefaults *userDef = [NSUserDefaults standardUserDefaults]; [userDef setValue:subtitle forKey:@"SavedAddress"]; [userDef synchronize]; NSLog(@"Sparade adress"); } mainViewController.m -(void)viewDidLoad { NSString *savedAddress = [[NSUserDefaults standardUserDefaults] objectForKey:@"SavedAddress"]; if (savedAddress) { // what code should I add here // so that the subtitle shows up // when the application launches? } } Would really appreciate some help with this one... Thanks in advance!

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  • Constructor Overloading

    - by Mark Baker
    Normally when I want to create a class constructor that accepts different types of parameters, I'll use a kludgy overloading principle of not defining any args in the constructor definition: e.g. for an ECEF coordinate class constructor, I want it to accept either $x, $y and $z arguments, or to accept a single array argument containg x, y and z values, or to accept a single LatLong object I'd create a constructor looking something like: function __construct() { // Identify if any arguments have been passed to the constructor if (func_num_args() > 0) { $args = func_get_args(); // Identify the overload constructor required, based on the datatype of the first argument $argType = gettype($args[0]); switch($argType) { case 'array' : // Array of Cartesian co-ordinate values $overloadConstructor = 'setCoordinatesFromArray'; break; case 'object' : // A LatLong object that needs converting to Cartesian co-ordinate values $overloadConstructor = 'setCoordinatesFromLatLong'; break; default : // Individual Cartesian co-ordinate values $overloadConstructor = 'setCoordinatesFromXYZ'; break; } // Call the appropriate overload constructor call_user_func_array(array($this,$overloadConstructor),$args); } } // function __construct() I'm looking at an alternative: to provide a straight constructor with $x, $y and $z as defined arguments, and to provide static methods of createECEFfromArray() and createECEFfromLatLong() that handle all the necessary extraction of x, y and z; then create a new ECEF object using the standard constructor, and return that Which option is cleaner from an OO purists perspective?

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  • problem with QPropertyAnimation in Qt

    - by belhaouary
    Hi , i have a problem with QPropertyAnimation in Qt my code: QString my_text = "Hello Animation"; ui->textBrowser->setText((quote_text)); ui->textBrowser->show(); QPropertyAnimation animation2(ui->textBrowser,"geometry"); animation2.setDuration(1000); animation2.setStartValue(QRect(10,220/4,1,1)); animation2.setEndValue(QRect(10,220,201,71)); animation2.setEasingCurve(QEasingCurve::OutBounce); animation2.start(); till now it seems very good , but the problem is that i can see this animation only when i show a message box after it . QMessageBox m; m.setGeometry(QRect(100,180,100,50)); m.setText("close quote"); m.show(); m.exec(); when i remove the code of this message box , i can't see the animation anymore. the functionality of the program doesn't require showing this MessageBox at all. Can anybody help?

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  • API-based solutions for sending payments to people without bank accounts

    - by Tauren
    I'm looking for inexpensive ways to send payments to hundreds or thousands of individual contractors, even if they do not have a bank account. Currently I only need to support payment in the USA, but may eventually be international. Here's the scenario: I offer a service that allows an organization or manager-type person to coordinate contractors for very short term jobs. These jobs are typically only an hour or two in length. A contractor may get only one job over an entire month, several jobs spread out over a month, multiple jobs on a single day, or any other combination. Thus, a single contractor could earn as little as one job's payment up to potentially payment for dozens. Payment for a month could be as little as $10 up to $1000's. Right now, the system provides payroll reports to the manager and it is the manager's responsibility to produce checks, stuff envelopes, and send mail via the US postal service. I'd like to remove this burden from the manager and have all the payments taken care of for them automatically by the system. I'm not sure where to start or what the best options would be. I'm starting to look into the following solutions, but don't know specifics yet and would like some advice before pursuing them. I'd also like to hear about other ideas or suggestions. PayPal (Send Money, Adaptive Payments, x.com, other???) Amazon (Flexible Payments System?) Fund some sort of pre-paid debit card? Web service with API that mails checks for you? Direct deposit via a bank API (for users with bank accounts)? The problem is that many of these contractors may not be able to obtain bank accounts or credit cards within the USA. I don't mind doing a hybrid of solutions, but are there any that would work well with this issue? I want the solution to be easy to use for the contractors, meaning that they can get the money easily (via check in the mail, debit card ATM withdrawal, etc.)

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  • I'm having an issue to use GLshort for representing Vertex, and Normal.

    - by Xylopia
    As my project gets close to optimization stage, I notice that reducing Vertex Metadata could vastly improve the performance of 3D rendering. Eventually, I've dearly searched around and have found following advices from stackoverflow. Using GL_SHORT instead of GL_FLOAT in an OpenGL ES vertex array How do you represent a normal or texture coordinate using GLshorts? Advice on speeding up OpenGL ES 1.1 on the iPhone Simple experiments show that switching from "FLOAT" to "SHORT" for vertex and normal isn't tough, but what troubles me is when you're to scale back verticies to their original size (with glScalef), normals are multiplied by the reciprocal of the scale. Natural remedy for this is to multiply the normals w/ scale before you submit to GPU. Then, my short normals almost become 0, because the scale factor is usually smaller than 0. Duh! How do you use "short" for both vertex and normal at the same time? I've been trying this and that for about a full day, but I could only go for "float vertex w/ byte normal" or "short vertex w/ float normal" so far. Your help would be truly appreciated.

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  • J-Monkey subclass

    - by user2971104
    I'm new in java and J-monkey and I'm trying to make a java game so for the Menu I have made a enum so I can Switch between any of my State but I want to keep the main file shorter so it can be easily to read so I'm making subclass the problem is that when run the game it give me an error that say "Uncaught exception thrown in Thread[LWJGL Renderer Thread,5,main] NullPointerException" I think this problem has to be something whit the pipeline Here is the code of my main file: package mygame; import com.jme3.app.SimpleApplication; import com.jme3.font.BitmapText; import com.jme3.material.Material; import com.jme3.math.ColorRGBA; import com.jme3.math.Vector3f; import com.jme3.renderer.RenderManager; import com.jme3.scene.Spatial; import com.jme3.scene.Geometry; import com.jme3.input.*; import com.jme3.input.controls.*; public class Main extends SimpleApplication { //GameStates enum GameState{Logo, Menu, Playing, Option}; GameState gameState = GameState.Logo; //Class Variables Logo logo; public Main() { logo = new Logo(); } public static void main(String[] args) { Main app = new Main(); app.start(); } public static void logo(String[] args) { Logo app = new Logo(); app.start(); } @Override public void simpleInitApp() { //Load flyCam.setMoveSpeed(20); if(gameState == GameState.Logo){ logo.simpleInitApp(); } } @Override public void simpleUpdate(float tpf) { } @Override public void simpleRender(RenderManager rm) { //TODO: add render code //Load if(gameState == GameState.Logo) { } } } And here is my Logo subclass: package mygame; import com.jme3.app.SimpleApplication; import com.jme3.renderer.RenderManager; import com.jme3.scene.Spatial; public class Logo extends SimpleApplication { @Override public void simpleInitApp() { Spatial Logo_Model = assetManager.loadModel("Models/Teapot/Logo.obj"); rootNode.attachChild(Logo_Model); } public void simpleRender(RenderManager rm) { //Load } }

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  • SQLAlchemy Custom Type Which Contains Multiple Columns

    - by Kekoa
    I would like to represent a datatype as a single column in my model, but really the data will be stored in multiple columns in the database. I cannot find any good resources on how to do this in SQLAlchemy. I would like my model to look like this(this is a simplified example using geometry instead of my real problem which is harder to explain): class 3DLine(DeclarativeBase): start_point = Column(my.custom.3DPoint) end_point = Column(my.custom.3DPoint) This way I could assign an object with the (x, y, z) components of the point at once without setting them individually. If I had to separate each component, this could get ugly, especially if each class has several of these composite objects. I would combine the values into one encoded field except that I need to query each value separately at times. I was able to find out how to make custom types using a single column in the documentation. But there's no indication that I can map a single type to multiple columns. I suppose I could accomplish this by using a separate table, and each column would be a foreign key, but in my case I don't think it makes sense to have a one to one mapping for each point to a separate table, and this still does not give the ability to set the related values all at once.

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  • Loading city/state from SQL Server to Google Maps?

    - by knawlejj
    I'm trying to make a small application that takes a city & state and geocodes that address to a lat/long location. Right now I am utilizing Google Map's API, ColdFusion, and SQL Server. Basically the city and state fields are in a database table and I want to take those locations and get marker put on a Google Map showing where they are. This is my code to do the geocoding, and viewing the source of the page shows that it is correctly looping through my query and placing a location ("Omaha, NE") in the address field, but no marker, or map for that matter, is showing up on the page: function codeAddress() { <cfloop query="GetLocations"> var address = document.getElementById(<cfoutput>#Trim(hometown)#,#Trim(state)#</cfoutput>).value; if (geocoder) { geocoder.geocode( {<cfoutput>#Trim(hometown)#,#Trim(state)#</cfoutput>: address}, function(results, status) { if (status == google.maps.GeocoderStatus.OK) { var marker = new google.maps.Marker({ map: map, position: results[0].geometry.location, title: <cfoutput>#Trim(hometown)#,#Trim(state)#</cfoutput> }); } else { alert("Geocode was not successful for the following reason: " + status); } }); } </cfloop> } And here is the code to initialize the map: var geocoder; var map; function initialize() { geocoder = new google.maps.Geocoder(); var latlng = new google.maps.LatLng(42.4167,-90.4290); var myOptions = { zoom: 5, center: latlng, mapTypeId: google.maps.MapTypeId.ROADMAP } var marker = new google.maps.Marker({ position: latlng, map: map, title: "Test" }); map = new google.maps.Map(document.getElementById("map_canvas"), myOptions); } I do have a map working that uses lat/long that was hard coded into the database table, but I want to be able to just use the city/state and convert that to a lat/long. Any suggestions or direction? Storing the lat/long in the database is also possible, but I don't know how to do that within SQL.

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