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  • Convert bitmap image information into CGImage in iPhone OS 3

    - by giftederic
    I want to create a CGImage with the color information I already have Here is the code for converting the CGImage to CML, CML_color is a matrix structure - (void)CGImageReftoCML:(CGImageRef *)image destination:(CML_color &)dest{ CML_RGBA p; NSUInteger width=CGImageGetWidth(image); NSUInteger height=CGImageGetHeight(image); CGColorSpaceRef colorSpace=CGColorSpaceCreateDeviceRGB(); unsigned char *rawData=new unsigned char[height*width*4]; NSUInteger bytesPerPixel=4; NSUInteger bytesPerRow=bytesPerPixel*width; NSUInteger bitsPerComponent=8; CGContextRef context=CGBitmapContextCreate(rawData, width, height, bitsPerComponent, bytesPerRow, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big); CGColorSpaceRelease(colorSpace); CGContextDrawImage(context, CGRectMake(0, 0, width, height), image); CGContextRelease(context); int index=0; for (int i=0; i<height; i++) { for (int j=0; j<width; j++) { p.red=rawData[index++]; p.green=rawData[index++]; p.blue=rawData[index++]; p.alpha=rawData[index++]; dest(i,j)=p; } } delete[] rawData; } Now I want the reverse function, which converts CML into CGImage. I know all the color and alpha information to create the image, which stored in the matrix CML, but how can I do that?

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  • How to determine the data type of a CvMat

    - by Chris
    When using the CvMat type, the type of data is crucial to keeping your program running. For example, depending on whether your data is type float or unsigned char, you would choose one of these two commands: cvmGet(mat, row, col); cvGetReal2D(mat, row, col); Is there a universal approach to this? If the wrong data type matrix is passed to these calls, they crash at runtime. This is becoming an issue, since a function I have defined is getting passed several different types of matrices. How do you determine the data type of a matrix so you can always access its data? I tried using the "type()" function as such. CvMat* tmp_ptr = cvCreateMat(t_height,t_width,CV_8U); std::cout << "type = " << tmp_ptr->type() << std::endl; This does not compile, saying "term does not evaluate to a function taking 0 arguments". If I remove the brackets after the word type, I get a type of 1111638032 EDIT minimal application that reproduces this... int main( int argc, char** argv ) { CvMat *tmp2 = cvCreateMat(10,10, CV_32FC1); std::cout << "tmp2 type = " << tmp2->type << " and CV_32FC1 = " << CV_32FC1 << " and " << (tmp2->type == CV_32FC1) << std::endl; } Output: tmp2 type = 1111638021 and CV_32FC1 = 5 and 0

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  • Neural Network with softmax activation

    - by Cambium
    This is more or less a research project for a course, and my understanding of NN is very/fairly limited, so please be patient :) ============== I am currently in the process of building a neural network that attempts to examine an input dataset and output the probability/likelihood of each classification (there are 5 different classifications). Naturally, the sum of all output nodes should add up to 1. Currently, I have two layers, and I set the hidden layer to contain 10 nodes. I came up with two different types of implementations 1) Logistic sigmoid for hidden layer activation, softmax for output activation 2) Softmax for both hidden layer and output activation I am using gradient descent to find local maximums in order to adjust the hidden nodes' weights and the output nodes' weights. I am certain in that I have this correct for sigmoid. I am less certain with softmax (or whether I can use gradient descent at all), after a bit of researching, I couldn't find the answer and decided to compute the derivative myself and obtained softmax'(x) = softmax(x) - softmax(x)^2 (this returns an column vector of size n). I have also looked into the MATLAB NN toolkit, the derivative of softmax provided by the toolkit returned a square matrix of size nxn, where the diagonal coincides with the softmax'(x) that I calculated by hand; and I am not sure how to interpret the output matrix. I ran each implementation with a learning rate of 0.001 and 1000 iterations of back propagation. However, my NN returns 0.2 (an even distribution) for all five output nodes, for any subset of the input dataset. My conclusions: o I am fairly certain that my gradient of descent is incorrectly done, but I have no idea how to fix this. o Perhaps I am not using enough hidden nodes o Perhaps I should increase the number of layers Any help would be greatly appreciated! The dataset I am working with can be found here (processed Cleveland): http://archive.ics.uci.edu/ml/datasets/Heart+Disease

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  • Examples of monoids/semigroups in programming

    - by jkff
    It is well-known that monoids are stunningly ubiquitous in programing. They are so ubiquitous and so useful that I, as a 'hobby project', am working on a system that is completely based on their properties (distributed data aggregation). To make the system useful I need useful monoids :) I already know of these: Numeric or matrix sum Numeric or matrix product Minimum or maximum under a total order with a top or bottom element (more generally, join or meet in a bounded lattice, or even more generally, product or coproduct in a category) Set union Map union where conflicting values are joined using a monoid Intersection of subsets of a finite set (or just set intersection if we speak about semigroups) Intersection of maps with a bounded key domain (same here) Merge of sorted sequences, perhaps with joining key-equal values in a different monoid/semigroup Bounded merge of sorted lists (same as above, but we take the top N of the result) Cartesian product of two monoids or semigroups List concatenation Endomorphism composition. Now, let us define a quasi-property of an operation as a property that holds up to an equivalence relation. For example, list concatenation is quasi-commutative if we consider lists of equal length or with identical contents up to permutation to be equivalent. Here are some quasi-monoids and quasi-commutative monoids and semigroups: Any (a+b = a or b, if we consider all elements of the carrier set to be equivalent) Any satisfying predicate (a+b = the one of a and b that is non-null and satisfies some predicate P, if none does then null; if we consider all elements satisfying P equivalent) Bounded mixture of random samples (xs+ys = a random sample of size N from the concatenation of xs and ys; if we consider any two samples with the same distribution as the whole dataset to be equivalent) Bounded mixture of weighted random samples Which others do exist?

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  • C#.NET DataGridView - update database

    - by Geo Ego
    I know this is a basic function of the DataGridView, but for some reason, I just can't get it to work. I just want the DataGridView on my Windows form to submit any changes made to it to the database when the user clicks the "Save" button. On form load, I populate the DataGridView and that's working fine. In my save function, I basically have the following (I've trimmed out some of the code around it to get to the point): using (SqlDataAdapter ruleTableDA = new SqlDataAdapter("SELECT rule.fldFluteType AS [Flute], rule.fldKnife AS [Knife], rule.fldScore AS [Score], rule.fldLowKnife AS [Low Knife], rule.fldMatrixScore AS [Matrix Score], rule.fldMatrix AS [Matrix] FROM dbo.tblRuleTypes rule WHERE rule.fldMachine_ID = '1003'", con)) { SqlCommandBuilder commandBuilder = new SqlCommandBuilder(ruleTableDA); DataTable dt = new DataTable(); dt = RuleTable.DataSource as DataTable; ruleTableDA.Fill(dt); ruleTableDA.Update(dt); } Okay, so I edited the code to do the following: build the commands, create a DataTable based on the DataGridView (RuleTable), fill the DataAdapter with the DataTable, and update the database. Now ruleTableDA.Update(dt) is throwing the exception "Concurrency violation: the UpdateCommand affected 0 of the expected 1 records." Thanks very much!

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  • How to prevent external translation of a movieclip object on stage in AS3?

    - by Aaron H.
    I have a MovieClip object, which is exported for actionscript (AS3) in an .swc file. When I place an instance of the clip on the stage without any modifications, it appears in the upper left corner, about half off stage (i.e. only the lower right quadrant of the object is visible). I understand that this is because the clip has a registration point which is not the upper left corner. If you call getBounds() on the movieclip you can get the bounds of the clip (presumably from the "point" that it's aligned on) which looks something like (left: -303, top: -100, right: 303, bottom: 100), you can subtract the left and top values from the clip x and y: clip.x -= bounds.left; clip.y -= bounds.top; This seems to properly align the clip fully on stage with the top left of the clip squarely in the corner of the stage. But! Following that logic doesn't seem to work when aligning it on the center of the stage! clip.x = (stage.stageWidth / 2); etc... This creates the crazy parallel universe where the clip is now down in the lower right corner of the stage. The only clue I have is that looking at: clip.transform.matrix and clip.transform.concatenatedMatrix matrix has a tx value of 748 (half of stage height) ty value of 426 (Half of stage height) concatenatedMatrix has a tx value of 1699.5 and ty value of 967.75 That's also obviously where the movieclip is getting positioned, but why? Where is this additional translation coming from?

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  • equality on the sender of an event

    - by Berryl
    I have an interface for a UI widget, two of which are attributes of a presenter. public IMatrixWidget NonProjectActivityMatrix { set { // validate the incoming value and set the field _nonProjectActivityMatrix = value; .... // configure & load non-project activities } public IMatrixWidget ProjectActivityMatrix { set { // validate the incoming value and set the field _projectActivityMatrix = value; .... // configure & load project activities } The widget has an event that both presenter objects subscribe to, and so there is an event handler in the presenter like so: public void OnActivityEntry(object sender, EntryChangedEventArgs e) { // calculate newTotal here .... if (ReferenceEquals(sender, _nonProjectActivityMatrix)) { _nonProjectActivityMatrix.UpdateTotalHours(feedback.ActivityTotal); } else if (ReferenceEquals(sender, _projectActivityMatrix)) { _projectActivityMatrix.UpdateTotalHours(feedback.ActivityTotal); } else { // ERROR - we should never be here } } The problem is that the ReferenceEquals on the sender fails, even though it is the implemented widget that is the sender - the same implemented widget that was set to the presenter attribute! Can anyone spot what the problem / fix is? Cheers, Berryl I didn't know you could edit nicely. Cool. Here is the event raising code: void OnGridViewNumericUpDownEditingControl_ValueChanged(object sender, EventArgs e) { // omitted to save sapce if (EntryChanged == null) return; var args = new EntryChangedEventArgs(activityID, dayID, Convert.ToDouble(amount)); EntryChanged(this, args); } Here is the debugger dump of the presenter attribute, sans namespace info: ?_nonProjectActivityMatrix {WinPresentation.Widgets.MatrixWidgetDgv} [WinPresentation.Widgets.MatrixWidgetDgv]: {WinPresentation.Widgets.MatrixWidgetDgv} Here is the debugger dump of the sender: ?sender {WinPresentation.Widgets.MatrixWidgetDgv} base {Core.GUI.Widgets.Lookup.MatrixWidgetBase<Core.GUI.Widgets.Lookup.DynamicDisplayDto>}: {WinPresentation.Widgets.MatrixWidgetDgv} _configuration: {Domain.Presentation.Timesheet.Matrix.WeeklyMatrixConfiguration} _wrappedWidget: {Win.Widgets.DataGridViewDynamicLookupWidget} AllowUserToAddRows: true ColumnCount: 11 Count: 4 EntryChanged: {Method = {Void OnActivityEntry(System.Object, Smack.ConstructionAdmin.Domain.Presentation.Timesheet.Matrix.EntryChangedEventArgs)}} SelectedCell: {DataGridViewNumericUpDownCell { ColumnIndex=3, RowIndex=3 }} SelectedCellValue: "0.00" SelectedColumn: {DataGridViewNumericUpDownColumn { Name=MONDAY, Index=3 }} SelectedItem: {'AdministrativeActivity: 130-04', , AdministrativeTime, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00} Berryl

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  • Plot vectors with labels in matlab

    - by mad
    I have a Nx62 matrix with N 62-D vectors and a NX1 vector with the labels for the vectors. I am trying to plot these vectors with their labels because I want to see the behavior of these classes when plotted in a 62-dimensional space. The vectors belong to three classes according to the labels of a NX1 vector cited before. How to to that in matlab? when i do plot(vector,classes) the result is very weird to analyse, how to put labels in the graph? The code i am using to get the labels, vectors and plotting is the following: %labels is a vector with labels, vectors is a matrix where each line is a vector [labels,vectors]=libsvmread('features-im1.txt'); when I plot a three dimensional vector is simple a=[1,2,3] plot(a) and then I get the result but now i have a set of vectors and a set of labels, and i want to see the distribution of them, i want to plot each of these labels but also want to identify their classes. How to do that in matlab? EDIT: This code is almost working. The problem is the fact that for each vector and class the plot will assign a color. I just want three colors and three labels, one per class. [class,vector]=libsvmread('features-im1.txt'); %the plot doesn't allow negative and 0 values in the label class=class+2; labels = {'class -1','class 0','class 1'}; h = plot(vector); legend(h,labels{class})

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  • Circular dependency with generics

    - by devoured elysium
    I have defined the following interface: public interface IStateSpace<State, Action> where State : IState where Action : IAction<State, Action> // <-- this is the line that bothers me { void SetValueAt(State state, Action action); Action GetValueAt(State state); } Basically, an IStateSpace interface should be something like a chess board, and in each position of the chess board you have a set of possible movements to do. Those movements here are called IActions. I have defined this interface this way so I can accommodate for different implementations: I can then define concrete classes that implement 2D matrix, 3D matrix, graphs, etc. public interface IAction<State, Action> { IStateSpace<State, Action> StateSpace { get; } } An IAction, would be to move up(this is, if in (2, 2) move to (2, 1)), move down, etc. Now, I'll want that each action has access to a StateSpace so it can do some checking logic. Is this implementation correct? Or is this a bad case of a circular dependence? If yes, how to accomplish "the same" in a different way? Thanks

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  • Matab - Trace contour line between two different points

    - by Graham
    Hi, I have a set of points represented as a 2 row by n column matrix. These points make up a connected boundary or edge. I require a function that traces this contour from a start point P1 and stop at an end point P2. It also needs to be able trace the contour in a clockwise or anti-clockwise direction. I was wondering if this can be achieved by using some of matlabs functions. I have tried to write my own function but this was riddled with bugs and I have also tried using bwtraceboundary and indexing however this has problematic results as the points within the matrix are not in the order that create the contour. Thank you in advance for any help. Btw, I have included a link to a plot of the set of points. It is half the outline of a hand. The function would ideally trace the contour from ether the red star to the green triangle. Returning the points in order of traversal.

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  • Replace some column values depending on a condition, MATLAB

    - by darkcminor
    I have a matrix like A= 4.0000 120.0000 92.0000 0 0 37.6000 0.1910 30.0000 10.0000 168.0000 74.0000 0 0 38.0000 0.5370 34.0000 10.0000 139.0000 80.0000 0 0 27.1000 1.4410 57.0000 1.0000 139.0000 60.0000 23.0000 846.0000 30.1000 0.3980 59.0000 5.0000 136.0000 72.0000 19.0000 175.0000 25.8000 0.5870 51.0000 7.0000 121.0000 0 0 0 30.0000 0.4840 32.0000 I want to replace the values of the first column that are greater than '5' to 0, also in the second column if the values are in range 121-130 replace them by 0, if they are in range 131-140 replece by 1, 141-150 by 2, 151-160 by 3... so the result matrix would be A= 4.0000 0.0000 92.0000 0 0 37.6000 0.1910 30.0000 0.0000 4.0000 74.0000 0 0 38.0000 0.5370 34.0000 0.0000 1.0000 80.0000 0 0 27.1000 1.4410 57.0000 1.0000 1.0000 60.0000 23.0000 846.0000 30.1000 0.3980 59.0000 5.0000 1.0000 72.0000 19.0000 175.0000 25.8000 0.5870 51.0000 0.0000 0.0000 0 0 0 30.0000 0.4840 32.0000 How to acomplish this? I was trying something like counter=1; for i = 1: rows if A(i,1) > 5 A(i ,1) = 0; end if A(i,2) > 120 && A(i,2) < 130 A(i ,2) = 0; end counter = counter+1; end Using a case could do the trick?

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  • R: Are there any alternatives to loops for subsetting from an optimization standpoint?

    - by Adam
    A recurring analysis paradigm I encounter in my research is the need to subset based on all different group id values, performing statistical analysis on each group in turn, and putting the results in an output matrix for further processing/summarizing. How I typically do this in R is something like the following: data.mat <- read.csv("...") groupids <- unique(data.mat$ID) #Assume there are then 100 unique groups results <- matrix(rep("NA",300),ncol=3,nrow=100) for(i in 1:100) { tempmat <- subset(data.mat,ID==groupids[i]) #Run various stats on tempmat (correlations, regressions, etc), checking to #make sure this specific group doesn't have NAs in the variables I'm using #and assign results to x, y, and z, for example. results[i,1] <- x results[i,2] <- y results[i,3] <- z } This ends up working for me, but depending on the size of the data and the number of groups I'm working with, this can take up to three days. Besides branching out into parallel processing, is there any "trick" for making something like this run faster? For instance, converting the loops into something else (something like an apply with a function containing the stats I want to run inside the loop), or eliminating the need to actually assign the subset of data to a variable?

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  • Populating a Datagrid with variable number of columns and rows in Flex

    - by Rie Mino
    I am trying to figure out how to manage a Datagrid based on an XML object like this: <matrix rows="5" columns="5"> <column> <row>0.5</row> <row>0.21</row> </column> <column> <row>0.6</row> <row>0.9</row> </column> <column> <row>0.5</row> <row>0.5</row> </column> <column> <row>0.8</row> <row>0.4</row> </column> </matrix> I will need to populate the Datagrid column names based on a different XML object and use the above XML to populate each of the column's rows. I currently am able to create the Datagrid and populate its column headers but I am unsure as to how to how to add the rows for each column. The above XML will be update with new row and column elements added and deleted. This, of course, will be bound to the Datagrid to show updates. Thanks in advanced for your help.

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  • setting the openCV configuration in an openGL project produce several errors

    - by GolSa
    I have a win32 solution which is set for openGL; it works well; but I want to write a function which use functions of openCV; I set the configuration for openCV for both X86 and X64;;I commented the openCV function and just to test the correctness of configuration, I run it; but when I want to run it on X64 I faced with the error below: Error 1 error C2065: 'GWL_HINSTANCE' : undeclared identifier D:\matrix\matrixProjection\src\ControllerMain.cpp 35 1 matrixProjection Error 2 error C2664: 'CreateDialogParamW' : cannot convert parameter 4 from 'BOOL (__cdecl *)(HWND,UINT,WPARAM,LPARAM)' to 'DLGPROC' D:\matrix\matrixProjection\src\DialogWindow.cpp 47 1 matrixProjection Error 2 points to this line of code: HWND DialogWindow::create() { /*-->this line*/ handle = ::CreateDialogParam(instance, MAKEINTRESOURCE(id), parentHandle, Win::dialogProcedure, (LPARAM)controller); return handle; } but on Debug Win32 configure, it runs; I used openGL32 in my project; is there any probability to be the cause? is there any X64 version for openGL? I know that there is something needed in X64 mode which my solution can not handle it; I googled a lot about it but I did not find any solution; How can I solve that?

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  • OCaml delimiters and scopes

    - by Jack
    Hello! I'm learning OCaml and although I have years of experience with imperative programming languages (C, C++, Java) I'm getting some problems with delimiters between declarations or expressions in OCaml syntax. Basically I understood that I have to use ; to concatenate expressions and the value returned by the sequence will be the one of last expression used, so for example if I have exp1; exp2; exp3 it will be considered as an expression that returns the value of exp3. Starting from this I could use let t = something in exp1; exp2; exp3 and it should be ok, right? When am I supposed to use the double semicol ;;? What does it exactly mean? Are there other delimiters that I must use to avoid syntax errors? I'll give you an example: let rec satisfy dtmc state pformula = match (state, pformula) with (state, `Next sformula) -> let s = satisfy_each dtmc sformula and adder a state = let p = 0.; for i = 0 to dtmc.matrix.rows do p <- p +. get dtmc.matrix i state.index done; a +. p in List.fold_left adder 0. s | _ -> [] It gives me syntax error on | but I don't get why.. what am I missing? This is a problem that occurs often and I have to try many different solutions until it suddently works :/ A side question: declaring with let instead that let .. in will define a var binding that lasts whenever after it has been defined? What I basically ask is: what are the delimiters I have to use and when I have to use them. In addition are there differences I should consider while using the interpreter ocaml instead that the compiler ocamlc? Thanks in advance!

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  • C++ std::vector memory/allocation

    - by aaa
    from a previous question about vector capacity, http://stackoverflow.com/questions/2663170/stdvector-capacity-after-copying, Mr. Bailey said: In current C++ you are guaranteed that no reallocation occurs after a call to reserve until an insertion would take the size beyond the value of the previous call to reserve. Before a call to reserve, or after a call to reserve when the size is between the value of the previous call to reserve and the capacity the implementation is allowed to reallocate early if it so chooses. So, if I understand correctly, in order to assure that no relocation happens until capacity is exceeded, I must do reserve twice? can you please clarify it? I am using vector as a memory stack like this: std::vector<double> memory; memory.reserve(size); memory.insert(memory.end(), matrix.data().begin(), matrix.data().end()); // smaller than size size_t offset = memory.size(); memory.resize(memory.capacity(), 0); I need to guarantee that relocation does not happen in the above. thank you. ps: I would also like to know if there is a better way to manage memory stack in similar manner other than vector

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  • Saving and restoring OpenGL model-view

    - by Tom
    I am a new-comer to OpenGL, and much of it remains mysterious to my feeble brain. I have been studying the NeHe demos as well as the Red Book. I am writing an Android application that displays the Earth in the center of the screen. The user can rotate the Earth about any axis (much like a very simple "Google Earth"). This code is working (I based it on the NeHe examples). Now I want to add a feature; the user should be able to save the current model orientation, then later return to that same orientation. For example, the user may save the Earth orientation such that the viewer is looking down at her hometown, and north-east is "up". How do I do this with OpenGL-ES? To capture and save the current orientation, my code could get the current model-view transformation matrix - I think I understand how to do that. But later on how do I apply that saved matrix to restore the view?

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  • Using MPI_Type_Vector and MPI_Gather, in C.

    - by Goloneg
    Hi, I am trying to multiply square matrices in parallele with MPI. I use a MPI_Type_vector to send square submatrixes (arrays of float) to the processes, so they can calculate subproducts. Then, for the next iterations, these submatrices are send to neighbours processes as MPI_Type_contiguous (the whole submatrix is sent). This part is working as expected, and local results are corrects. Then, I use MPI_Gather with the contiguous types to send all local results back to the root process. The problem is, the final matrix is build (obviously, by this method) line by line instead of submatrix by submatrix. I wrote an ugly procedure rearranging the final matrix, but I would like to know if there is a direct way of performing the "inverse" operation of sending MPI_Type_vectors (i.e., sending an array of values and directly arranging it in a subarray form in the receiving array). An example, to try and clarify my long text : A[16] and B[16] are 4x4 matrices to be multiplied ; C[16] will contain the result ; 4 processes are used (Pi with i from 0 to 3) : Pi gets two 2x2 submatrices : subAi[4] and subBi[4] ; their product is stored locally in subCi[4]. For instance, P0 gets : subA0[4] containing A[0], A[1], A[4] and A[5] ; subB0[4] containing B[0], B[1], B[4] and B[5]. After everything is calculed, root process gathers all subCi[4]. Then C[16] contains : [ subC0[0], subC0[1], subC0[2], subC0[3], subC1[0], subC1[1], subC1[2], subC1[3], subC2[0], subC2[1], subC2[2], subC2[3], subC3[0], subC3[1], subC3[2], subC3[3]] and I would like it to be : [ subC0[0], subC0[1], subC1[0], subC1[1], subC0[2], subC0[3], subC1[2], subC1[3], subC2[0], subC2[1], subC3[0], subC3[1], subC2[2], subC2[3], subC3[2], subC3[3]] without further operation. Does someone know a way ? Thanks for your advices.

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  • SetMatrix() does not copy all values to HLSL

    - by Tili
    Hi, I want to use the contents of a vector of D3DXMatrices to my shader. m_pLightMatrices->SetMatrixArray(&currentLightMatrices[0].m[0][0],0,numLights); As we know the internals of a vector this poses no problems (as it is just a dynamic array). Now when I access this matrix in hlsl to fill up a struct I get this strange behavior: struct LightTest { float3 LightPos; float LightRange; float4 LightDiffuse; float3 LightAtt; }; float4x4 currentLight = gLights[0]; LightTest lt; lt.LightPos = currentLight._m00_m01_m02; //{0,0,0} lt.LightDiffuse = currentLight[1].rgba; //{0,0,0,0} lt.LightRange = currentLight._m03; //this gives me a value lt.LightAtt = currentLight[2].xyz; //{0,0,0} While debugging I see that my matrix is nicely filled with the variables I want. When I try to hardcode check what is in the struct I get all zero's, except the LightRange. As you can see I tried different methods of accessing the float4x4 but without any other results. Why oh why is hlsl not copying all my variables ?

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  • Const Discards Qualifers: C++

    - by user991673
    I'm using OpenGL to render camera perspectives, and a one point in my code I'm trying to take the direction of the light (shown here as type "Vector4") and multiply it by a matrix of type "Matrix4x4" that represents the Modelview transformation (sorry if this is not making any sense, this is for a school project, as such I'm still learning about this stuff) Anyway, my code goes as follows... Vector4 lightDirection = data->dir * follow->getModelviewMatrix().getInverse().getTranspose(); data->dir = lightDirection; setLight(*data); this give me the following error: passing 'const vec4<double>' as 'this' argument of 'vec4<T>& vec4<T>::operator=(const vec4<T>&)[with T = double]' discards qualifiers Again, much of this code is prewritten for the class (namely the vector and matrix types) but if someone could just help me decipher what the error means it would be much appreciated! I can give more information as needed. I figured 'data' or 'data-dir' were const, however I can find no mention of either of them to be. 'dir' is of type SceneLightData, and when its added on I'm doing this: void Scene::addLight(const SceneLightData &sceneLight) { SceneLightData light = sceneLight; m_lights.push_back(&light); } The error occurs on this line: data->dir = lightDirection; EDIT problem solved. thanks everyone! solution: void Scene::addLight(const SceneLightData &sceneLight) { SceneLightData* light = new SceneLightData; *light = sceneLight; m_lights.push_back(light); } and SceneLightData* data = m_lights[i]; data->dir = data->dir * follow->getModelviewMatrix().getInverse().getTranspose(); setLight(*data);

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  • Given a 2d array sorted in increasing order from left to right and top to bottom, what is the best w

    - by Phukab
    I was recently given this interview question and I'm curious what a good solution to it would be. Say I'm given a 2d array where all the numbers in the array are in increasing order from left to right and top to bottom. What is the best way to search and determine if a target number is in the array? Now, my first inclination is to utilize a binary search since my data is sorted. I can determine if a number is in a single row in O(log N) time. However, it is the 2 directions that throw me off. Another solution I could use, if I could be sure the matrix is n x n, is to start at the middle. If the middle value is less than my target, then I can be sure it is in the left square portion of the matrix from the middle. I then move diagnally and check again, reducing the size of the square that the target could potentially be in until I have honed in on the target number. Does anyone have any good ideas on solving this problem? Example array: Sorted left to right, top to bottom. 1 2 4 5 6 2 3 5 7 8 4 6 8 9 10 5 8 9 10 11

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  • DropDownList and SelectListItem Array Item Updates in MVC

    - by Rick Strahl
    So I ran into an interesting behavior today as I deployed my first MVC 4 app tonight. I have a list form that has a filter drop down that allows selection of categories. This list is static and rarely changes so rather than loading these items from the database each time I load the items once and then cache the actual SelectListItem[] array in a static property. However, when we put the site online tonight we immediately noticed that the drop down list was coming up with pre-set values that randomly changed. Didn't take me long to trace this back to the cached list of SelectListItem[]. Clearly the list was getting updated - apparently through the model binding process in the selection postback. To clarify the scenario here's the drop down list definition in the Razor View:@Html.DropDownListFor(mod => mod.QueryParameters.Category, Model.CategoryList, "All Categories") where Model.CategoryList gets set with:[HttpPost] [CompressContent] public ActionResult List(MessageListViewModel model) { InitializeViewModel(model); busEntry entryBus = new busEntry(); var entries = entryBus.GetEntryList(model.QueryParameters); model.Entries = entries; model.DisplayMode = ApplicationDisplayModes.Standard; model.CategoryList = AppUtils.GetCachedCategoryList(); return View(model); } The AppUtils.GetCachedCategoryList() method gets the cached list or loads the list on the first access. The code to load up the list is housed in a Web utility class. The method looks like this:/// <summary> /// Returns a static category list that is cached /// </summary> /// <returns></returns> public static SelectListItem[] GetCachedCategoryList() { if (_CategoryList != null) return _CategoryList; lock (_SyncLock) { if (_CategoryList != null) return _CategoryList; var catBus = new busCategory(); var categories = catBus.GetCategories().ToList(); // Turn list into a SelectItem list var catList= categories .Select(cat => new SelectListItem() { Text = cat.Name, Value = cat.Id.ToString() }) .ToList(); catList.Insert(0, new SelectListItem() { Value = ((int)SpecialCategories.AllCategoriesButRealEstate).ToString(), Text = "All Categories except Real Estate" }); catList.Insert(1, new SelectListItem() { Value = "-1", Text = "--------------------------------" }); _CategoryList = catList.ToArray(); } return _CategoryList; } private static SelectListItem[] _CategoryList ; This seemed normal enough to me - I've been doing stuff like this forever caching smallish lists in memory to avoid an extra trip to the database. This list is used in various places throughout the application - for the list display and also when adding new items and setting up for notifications etc.. Watch that ModelBinder! However, it turns out that this code is clearly causing a problem. It appears that the model binder on the [HttpPost] method is actually updating the list that's bound to and changing the actual entry item in the list and setting its selected value. If you look at the code above I'm not setting the SelectListItem.Selected value anywhere - the only place this value can get set is through ModelBinding. Sure enough when stepping through the code I see that when an item is selected the actual model - model.CategoryList[x].Selected - reflects that. This is bad on several levels: First it's obviously affecting the application behavior - nobody wants to see their drop down list values jump all over the place randomly. But it's also a problem because the array is getting updated by multiple ASP.NET threads which likely would lead to odd crashes from time to time. Not good! In retrospect the modelbinding behavior makes perfect sense. The actual items and the Selected property is the ModelBinder's way of keeping track of one or more selected values. So while I assumed the list to be read-only, the ModelBinder is actually updating it on a post back producing the rather surprising results. Totally missed this during testing and is another one of those little - "Did you know?" moments. So, is there a way around this? Yes but it's maybe not quite obvious. I can't change the behavior of the ModelBinder, but I can certainly change the way that the list is generated. Rather than returning the cached list, I can return a brand new cloned list from the cached items like this:/// <summary> /// Returns a static category list that is cached /// </summary> /// <returns></returns> public static SelectListItem[] GetCachedCategoryList() { if (_CategoryList != null) { // Have to create new instances via projection // to avoid ModelBinding updates to affect this // globally return _CategoryList .Select(cat => new SelectListItem() { Value = cat.Value, Text = cat.Text }) .ToArray(); } …}  The key is that newly created instances of SelectListItems are returned not just filtered instances of the original list. The key here is 'new instances' so that the ModelBinding updates do not update the actual static instance. The code above uses LINQ and a projection into new SelectListItem instances to create this array of fresh instances. And this code works correctly - no more cross-talk between users. Unfortunately this code is also less efficient - it has to reselect the items and uses extra memory for the new array. Knowing what I know now I probably would have not cached the list and just take the hit to read from the database. If there is even a possibility of thread clashes I'm very wary of creating code like this. But since the method already exists and handles this load in one place this fix was easy enough to put in. Live and learn. It's little things like this that can cause some interesting head scratchers sometimes…© Rick Strahl, West Wind Technologies, 2005-2012Posted in MVC  ASP.NET  .NET   Tweet !function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0];if(!d.getElementById(id)){js=d.createElement(s);js.id=id;js.src="//platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);}}(document,"script","twitter-wjs"); (function() { var po = document.createElement('script'); po.type = 'text/javascript'; po.async = true; po.src = 'https://apis.google.com/js/plusone.js'; var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(po, s); })();

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  • 3D Ball Physics Theory: collision response on ground and against walls?

    - by David
    I'm really struggling to get a strong grasp on how I should be handling collision response in a game engine I'm building around a 3D ball physics concept. Think Monkey Ball as an example of the type of gameplay. I am currently using sphere-to-sphere broad phase, then AABB to OBB testing (the final test I am using right now is one that checks if one of the 8 OBB points crosses the planes of the object it is testing against). This seems to work pretty well, and I am getting back: Plane that object is colliding against (with a point on the plane, the plane's normal, and the exact point of intersection. I've tried what feels like dozens of different high-level strategies for handling these collisions, without any real success. I think my biggest problem is understanding how to handle collisions against walls in the x-y axes (left/right, front/back), which I want to have elasticity, and the ground (z-axis) where I want an elastic reaction if the ball drops down, but then for it to eventually normalize and be kept "on the ground" (not go into the ground, but also not continue bouncing). Without kluging something together, I'm positive there is a good way to handle this, my theories just aren't getting me all the way there. For physics modeling and movement, I am trying to use a Euler based setup with each object maintaining a position (and destination position prior to collision detection), a velocity (which is added onto the position to determine the destination position), and an acceleration (which I use to store any player input being put on the ball, as well as gravity in the z coord). Starting from when I detect a collision, what is a good way to approach the response to get the expected behavior in all cases? Thanks in advance to anyone taking the time to assist... I am grateful for any pointers, and happy to post any additional info or code if it is useful. UPDATE Based on Steve H's and eBusiness' responses below, I have adapted my collision response to what makes a lot more sense now. It was close to right before, but I didn't have all the right pieces together at the right time! I have one problem left to solve, and that is what is causing the floor collision to hit every frame. Here's the collision response code I have now for the ball, then I'll describe the last bit I'm still struggling to understand. // if we are moving in the direction of the plane (against the normal)... if (m_velocity.dot(intersection.plane.normal) <= 0.0f) { float dampeningForce = 1.8f; // eventually create this value based on mass and acceleration // Calculate the projection velocity PVRTVec3 actingVelocity = m_velocity.project(intersection.plane.normal); m_velocity -= actingVelocity * dampeningForce; } // Clamp z-velocity to zero if we are within a certain threshold // -- NOTE: this was an experimental idea I had to solve the "jitter" bug I'll describe below float diff = 0.2f - abs(m_velocity.z); if (diff > 0.0f && diff <= 0.2f) { m_velocity.z = 0.0f; } // Take this object to its new destination position based on... // -- our pre-collision position + vector to the collision point + our new velocity after collision * time // -- remaining after the collision to finish the movement m_destPosition = m_position + intersection.diff + (m_velocity * intersection.tRemaining * GAMESTATE->dt); The above snippet is run after a collision is detected on the ball (collider) with a collidee (floor in this case). With a dampening force of 1.8f, the ball's reflected "upward" velocity will eventually be overcome by gravity, so the ball will essentially be stuck on the floor. THIS is the problem I have now... the collision code is running every frame (since the ball's z-velocity is constantly pushing it a collision with the floor below it). The ball is not technically stuck, I can move it around still, but the movement is really goofy because the velocity and position keep getting affected adversely by the above snippet. I was experimenting with an idea to clamp the z-velocity to zero if it was "close to zero", but this didn't do what I think... probably because the very next frame the ball gets a new gravity acceleration applied to its velocity regardless (which I think is good, right?). Collisions with walls are as they used to be and work very well. It's just this last bit of "stickiness" to deal with. The camera is constantly jittering up and down by extremely small fractions too when the ball is "at rest". I'll keep playing with it... I like puzzles like this, especially when I think I'm close. Any final ideas on what I could be doing wrong here? UPDATE 2 Good news - I discovered I should be subtracting the intersection.diff from the m_position (position prior to collision). The intersection.diff is my calculation of the difference in the vector of position to destPosition from the intersection point to the position. In this case, adding it was causing my ball to always go "up" just a little bit, causing the jitter. By subtracting it, and moving that clamper for the velocity.z when close to zero to being above the dot product (and changing the test from <= 0 to < 0), I now have the following: // Clamp z-velocity to zero if we are within a certain threshold float diff = 0.2f - abs(m_velocity.z); if (diff > 0.0f && diff <= 0.2f) { m_velocity.z = 0.0f; } // if we are moving in the direction of the plane (against the normal)... float dotprod = m_velocity.dot(intersection.plane.normal); if (dotprod < 0.0f) { float dampeningForce = 1.8f; // eventually create this value based on mass and acceleration? // Calculate the projection velocity PVRTVec3 actingVelocity = m_velocity.project(intersection.plane.normal); m_velocity -= actingVelocity * dampeningForce; } // Take this object to its new destination position based on... // -- our pre-collision position + vector to the collision point + our new velocity after collision * time // -- remaining after the collision to finish the movement m_destPosition = m_position - intersection.diff + (m_velocity * intersection.tRemaining * GAMESTATE->dt); UpdateWorldMatrix(m_destWorldMatrix, m_destOBB, m_destPosition, false); This is MUCH better. No jitter, and the ball now "rests" at the floor, while still bouncing off the floor and walls. The ONLY thing left is that the ball is now virtually "stuck". He can move but at a much slower rate, likely because the else of my dot product test is only letting the ball move at a rate multiplied against the tRemaining... I think this is a better solution than I had previously, but still somehow not the right idea. BTW, I'm trying to journal my progress through this problem for anyone else with a similar situation - hopefully it will serve as some help, as many similar posts have for me over the years.

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  • Loaded OBJ Model Will Not Display in OpenGL / C++ Project

    - by Drake Summers
    I have been experimenting with new effects in game development. The programs I have written have been using generic shapes for the visuals. I wanted to test the effects on something a bit more complex, and wrote a resource loader for Wavefront OBJ files. I started with a simple cube in blender, exported it to an OBJ file with just vertices and triangulated faces, and used it to test the resource loader. I could not get the mesh to show up in my application. The loader never gave me any errors, so I wrote a snippet to loop through my vertex and index arrays that were returned from the loader. The data is exactly the way it is supposed to be. So I simplified the OBJ file by editing it directly to just show a front facing square. Still, nothing is displayed in the application. And don't worry, I did check to make sure that I decreased the value of each index by one while importing the OBJ. - BEGIN EDIT I also tested using glDrawArrays(GL_TRIANGLES, 0, 3 ); to draw the first triangle and it worked! So the issue could be in the binding of the VBO/IBO items. END EDIT - INDEX/VERTEX ARRAY OUTPUT: GLOBALS AND INITIALIZATION FUNCTION: GLuint program; GLint attrib_coord3d; std::vector<GLfloat> vertices; std::vector<GLushort> indices; GLuint vertexbuffer, indexbuffer; GLint uniform_mvp; int initialize() { if (loadModel("test.obj", vertices, indices)) { GLfloat myverts[vertices.size()]; copy(vertices.begin(), vertices.end(), myverts); GLushort myinds[indices.size()]; copy(indices.begin(), indices.end(), myinds); glGenBuffers(1, &vertexbuffer); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); glBufferData(GL_ARRAY_BUFFER, sizeof(myverts), myverts, GL_STATIC_DRAW); glGenBuffers(1, &indexbuffer); glBindBuffer(GL_ARRAY_BUFFER, indexbuffer); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(myinds), myinds, GL_STATIC_DRAW); // OUTPUT DATA FROM NEW ARRAYS TO CONSOLE // ERROR HANDLING OMITTED FOR BREVITY } GLint link_result = GL_FALSE; GLuint vert_shader, frag_shader; if ((vert_shader = create_shader("tri.v.glsl", GL_VERTEX_SHADER)) == 0) return 0; if ((frag_shader = create_shader("tri.f.glsl", GL_FRAGMENT_SHADER)) == 0) return 0; program = glCreateProgram(); glAttachShader(program, vert_shader); glAttachShader(program, frag_shader); glLinkProgram(program); glGetProgramiv(program, GL_LINK_STATUS, &link_result); // ERROR HANDLING OMITTED FOR BREVITY const char* attrib_name; attrib_name = "coord3d"; attrib_coord3d = glGetAttribLocation(program, attrib_name); // ERROR HANDLING OMITTED FOR BREVITY const char* uniform_name; uniform_name = "mvp"; uniform_mvp = glGetUniformLocation(program, uniform_name); // ERROR HANDLING OMITTED FOR BREVITY return 1; } RENDERING FUNCTION: glm::mat4 model = glm::translate(glm::mat4(1.0f), glm::vec3(0.0, 0.0, -4.0)); glm::mat4 view = glm::lookAt(glm::vec3(0.0, 0.0, 4.0), glm::vec3(0.0, 0.0, 3.0), glm::vec3(0.0, 1.0, 0.0)); glm::mat4 projection = glm::perspective(45.0f, 1.0f*(screen_width/screen_height), 0.1f, 10.0f); glm::mat4 mvp = projection * view * model; int size; glUseProgram(program); glUniformMatrix4fv(uniform_mvp, 1, GL_FALSE, glm::value_ptr(mvp)); glClearColor(0.5, 0.5, 0.5, 1.0); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glEnableVertexAttribArray(attrib_coord3d); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); glVertexAttribPointer(attrib_coord3d, 3, GL_FLOAT, GL_FALSE, 0, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexbuffer); glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_SIZE, &size); glDrawElements(GL_TRIANGLES, size/sizeof(GLushort), GL_UNSIGNED_SHORT, 0); glDisableVertexAttribArray(attrib_coord3d); VERTEX SHADER: attribute vec3 coord3d; uniform mat4 mvp; void main(void) { gl_Position = mvp * vec4(coord3d, 1.0); } FRAGMENT SHADER: void main(void) { gl_FragColor[0] = 0.0; gl_FragColor[1] = 0.0; gl_FragColor[2] = 1.0; gl_FragColor[3] = 1.0; } OBJ RESOURCE LOADER: bool loadModel(const char * path, std::vector<GLfloat> &out_vertices, std::vector<GLushort> &out_indices) { std::vector<GLfloat> temp_vertices; std::vector<GLushort> vertexIndices; FILE * file = fopen(path, "r"); // ERROR HANDLING OMITTED FOR BREVITY while(1) { char lineHeader[128]; int res = fscanf(file, "%s", lineHeader); if (res == EOF) { break; } if (strcmp(lineHeader, "v") == 0) { float _x, _y, _z; fscanf(file, "%f %f %f\n", &_x, &_y, &_z ); out_vertices.push_back(_x); out_vertices.push_back(_y); out_vertices.push_back(_z); } else if (strcmp(lineHeader, "f") == 0) { unsigned int vertexIndex[3]; int matches = fscanf(file, "%d %d %d\n", &vertexIndex[0], &vertexIndex[1], &vertexIndex[2]); out_indices.push_back(vertexIndex[0] - 1); out_indices.push_back(vertexIndex[1] - 1); out_indices.push_back(vertexIndex[2] - 1); } else { ... } } // ERROR HANDLING OMITTED FOR BREVITY return true; } I can edit the question to provide any further info you may need. I attempted to provide everything of relevance and omit what may have been unnecessary. I'm hoping this isn't some really poor mistake, because I have been at this for a few days now. If anyone has any suggestions or advice on the matter, I look forward to hearing it. As a final note: I added some arrays into the code with manually entered data, and was able to display meshes by using those arrays instead of the generated ones. I do not understand!

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  • How to connect a USB dongle to Windows XP Mode?

    - by Ivo Flipse
    I'm trying to connect a Matrix dongle to Windows XP Mode, but when looking under USB options it's not listed. Example: The dongle get's recognized by the Windows 7 device manager as a HID-compliant device, so it's properly connected. Does anyone have an idea how to make Virtual PC recognize the dongle? I'm running Windows 7 Professional x64

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