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  • Given a vector of maximum 10 000 natural and distinct numbers, find 4 numbers(a, b, c, d) such that

    - by king_kong
    Hi, I solved this problem by following a straightforward but not optimal algorithm. I sorted the vector in descending order and after that substracted numbers from max to min to see if I get a + b + c = d. Notice that I haven't used anywhere the fact that elements are natural, distinct and 10 000 at most. I suppose these details are the key. Does anyone here have a hint over an optimal way of solving this? Thank you in advance! Later Edit: My idea goes like this: '<<quicksort in descending order>>' for i:=0 to count { // after sorting, loop through the array int d := v[i]; for j:=i+1 to count { int dif1 := d - v[j]; int a := v[j]; for k:=j+1 to count { if (v[k] > dif1) continue; int dif2 := dif1 - v[k]; b := v[k]; for l:=k+1 to count { if (dif2 = v[l]) { c := dif2; return {a, b, c, d} } } } } } What do you think?(sorry for the bad indentation)

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  • Isometric screen to 3D world coordinates efficiently

    - by Justin
    Been having a difficult time transforming 2D screen coordinates to 3D isometric space. This is the situation where I am working in 3D but I have an orthographic camera. Then my camera is positioned at (100, 200, 100), Where the xz plane is flat and y is up and down. I've been able to get a sort of working solution, but I feel like there must be a better way. Here's what I'm doing: With my camera at (0, 1, 0) I can translate my screen coordinates directly to 3D coordinates by doing: mouse2D.z = (( event.clientX / window.innerWidth ) * 2 - 1) * -(window.innerWidth /2); mouse2D.x = (( event.clientY / window.innerHeight) * 2 + 1) * -(window.innerHeight); mouse2D.y = 0; Everything okay so far. Now when I change my camera back to (100, 200, 100) my 3D space has been rotated 45 degrees around the y axis and then rotated about 54 degrees around a vector Q that runs along the xz plane at a 45 degree angle between the positive z axis and the negative x axis. So what I do to find the point is first rotate my point by 45 degrees using a matrix around the y axis. Now I'm close. So then I rotate my point around the vector Q. But my point is closer to the origin than it should be, since the Y value is not 0 anymore. What I want is that after the rotation my Y value is 0. So now I exchange my X and Z coordinates of my rotated vector with the X and Z coordinates of my non-rotated vector. So basically I have my old vector but it's y value is at an appropriate rotated amount. Now I use another matrix to rotate my point around the vector Q in the opposite direction, and I end up with the point where I clicked. Is there a better way? I feel like I must be missing something. Also my method isn't completely accurate. I feel like it's within 5-10 coordinates of where I click, maybe because of rounding from many calculations. Sorry for such a long question.

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  • Implement Negascout Algorithm with stack

    - by Dan
    I'm not familiar with how these stack exchange accounts work so if this is double posting I apologize. I asked the same thing on stackoverflow. I have added an AI routine to a game I am working on using the Negascout algorithm. It works great, but when I set a higher maximum depth it can take a few seconds to complete. The problem is it blocks the main thread, and the framework I am using does not have a way to deal with multi-threading properly across platforms. So I am trying to change this routine from recursively calling itself, to just managing a stack (vector) so that I can progress through the routine at a controlled pace and not lock up the application while the AI is thinking. I am getting hung up on the second recursive call in the loop. It relies on a returned value from the first call, so I don't know how to add these to a stack. My Working c++ Recursive Code: MoveScore abNegascout(vector<vector<char> > &board, int ply, int alpha, int beta, char piece) { if (ply==mMaxPly) { return MoveScore(evaluation.evaluateBoard(board, piece, oppPiece)); } int currentScore; int bestScore = -INFINITY; MoveCoord bestMove; int adaptiveBeta = beta; vector<MoveCoord> moveList = evaluation.genPriorityMoves(board, piece, findValidMove(board, piece, false)); if (moveList.empty()) { return MoveScore(bestScore); } bestMove = moveList[0]; for(int i=0;i<moveList.size();i++) { MoveCoord move = moveList[i]; vector<vector<char> > newBoard; newBoard.insert( newBoard.end(), board.begin(), board.end() ); effectMove(newBoard, piece, move.getRow(), move.getCol()); // First Call ****** MoveScore current = abNegascout(newBoard, ply+1, -adaptiveBeta, -max(alpha,bestScore), oppPiece); currentScore = - current.getScore(); if (currentScore>bestScore){ if (adaptiveBeta == beta || ply>=(mMaxPly-2)){ bestScore = currentScore; bestMove = move; }else { // Second Call ****** current = abNegascout(newBoard, ply+1, -beta, -currentScore, oppPiece); bestScore = - current.getScore(); bestMove = move; } if(bestScore>=beta){ return MoveScore(bestMove,bestScore); } adaptiveBeta = max(alpha, bestScore) + 1; } } return MoveScore(bestMove,bestScore); } If someone can please help by explaining how to get this to work with a simple stack. Example code would be much appreciated. While c++ would be perfect, any language that demonstrates how would be great. Thank You.

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  • Oracle Develop 2011 - Moscow and Hyderabad Editions

    - by Cassandra Clark
    Connect with Oracle developers at Oracle Develop - Oracle Develop will be held in Moscow, April 12-13th, 2011 and again in Hyderabad, May 10th - 11th, 2011. Enjoy two days of technical content and hands-on learning focused on Oracle products and next-generation development trends and technologies, including rich enterprise applications (REAs), service-oriented architecture (SOA), and the database.Oracle Develop Moscow Tracks - Database DevelopmentApplication Infrastructure and Oracle WeblogicOracle Fusion Development and Rich Enterprise ApplicationsService Oriented ArchitectureOracle Develop Hyderabad Tracks - Application Grid and Oracle WeblogicDatabase DevelopmentOracle Fusion Development and Rich Enterprise ApplicationsService Oriented Architecture.NET with Oracle DatabaseRegister Now for Oracle Develop Moscow!Register Now for Oracle Develop Hyderabad!

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  • 2D SAT Collision Detection not working when using certain polygons

    - by sFuller
    My SAT algorithm falsely reports that collision is occurring when using certain polygons. I believe this happens when using a polygon that does not contain a right angle. Here is a simple diagram of what is going wrong: Here is the problematic code: std::vector<vec2> axesB = polygonB->GetAxes(); //loop over axes B for(int i = 0; i < axesB.size(); i++) { float minA,minB,maxA,maxB; polygonA->Project(axesB[i],&minA,&maxA); polygonB->Project(axesB[i],&minB,&maxB); float intervalDistance = polygonA->GetIntervalDistance(minA, maxA, minB, maxB); if(intervalDistance >= 0) return false; //Collision not occurring } This function retrieves axes from the polygon: std::vector<vec2> Polygon::GetAxes() { std::vector<vec2> axes; for(int i = 0; i < verts.size(); i++) { vec2 a = verts[i]; vec2 b = verts[(i+1)%verts.size()]; vec2 edge = b-a; axes.push_back(vec2(-edge.y,edge.x).GetNormailzed()); } return axes; } This function returns the normalized vector: vec2 vec2::GetNormailzed() { float mag = sqrt( x*x + y*y ); return *this/mag; } This function projects a polygon onto an axis: void Polygon::Project(vec2* axis, float* min, float* max) { float d = axis->DotProduct(&verts[0]); float _min = d; float _max = d; for(int i = 1; i < verts.size(); i++) { d = axis->DotProduct(&verts[i]); _min = std::min(_min,d); _max = std::max(_max,d); } *min = _min; *max = _max; } This function returns the dot product of the vector with another vector. float vec2::DotProduct(vec2* other) { return (x*other->x + y*other->y); } Could anyone give me a pointer in the right direction to what could be causing this bug?

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  • UV Atlas Generation and Seam Removal

    - by P. Avery
    I'm generating light maps for scene mesh objects using DirectX's UV Atlas Tool( D3DXUVAtlasCreate() ). I've succeeded in generating an atlas, however, when I try to render the mesh object using the atlas the seams are visible on the mesh. Below are images of a lightmap generated for a cube. Here is the code I use to generate a uv atlas for a cube: struct sVertexPosNormTex { D3DXVECTOR3 vPos, vNorm; D3DXVECTOR2 vUV; sVertexPosNormTex(){} sVertexPosNormTex( D3DXVECTOR3 v, D3DXVECTOR3 n, D3DXVECTOR2 uv ) { vPos = v; vNorm = n; vUV = uv; } ~sVertexPosNormTex() { } }; // create a light map texture to fill programatically hr = D3DXCreateTexture( pd3dDevice, 128, 128, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &pLightmap ); if( FAILED( hr ) ) { DebugStringDX( "Main", "Failed to D3DXCreateTexture( lightmap )", __LINE__, hr ); return hr; } // get the zero level surface from the texture IDirect3DSurface9 *pS = NULL; pLightmap->GetSurfaceLevel( 0, &pS ); // clear surface pd3dDevice->ColorFill( pS, NULL, D3DCOLOR_XRGB( 0, 0, 0 ) ); // load a sample mesh DWORD dwcMaterials = 0; LPD3DXBUFFER pMaterialBuffer = NULL; V_RETURN( D3DXLoadMeshFromX( L"cube3.x", D3DXMESH_MANAGED, pd3dDevice, &pAdjacency, &pMaterialBuffer, NULL, &dwcMaterials, &g_pMesh ) ); // generate adjacency DWORD *pdwAdjacency = new DWORD[ 3 * g_pMesh->GetNumFaces() ]; g_pMesh->GenerateAdjacency( 1e-6f, pdwAdjacency ); // create light map coordinates LPD3DXMESH pMesh = NULL; LPD3DXBUFFER pFacePartitioning = NULL, pVertexRemapArray = NULL; FLOAT resultStretch = 0; UINT numCharts = 0; hr = D3DXUVAtlasCreate( g_pMesh, 0, 0, 128, 128, 3.5f, 0, pdwAdjacency, NULL, NULL, NULL, NULL, NULL, 0, &pMesh, &pFacePartitioning, &pVertexRemapArray, &resultStretch, &numCharts ); if( SUCCEEDED( hr ) ) { // release and set mesh SAFE_RELEASE( g_pMesh ); g_pMesh = pMesh; // write mesh to file hr = D3DXSaveMeshToX( L"cube4.x", g_pMesh, 0, ( const D3DXMATERIAL* )pMaterialBuffer->GetBufferPointer(), NULL, dwcMaterials, D3DXF_FILEFORMAT_TEXT ); if( FAILED( hr ) ) { DebugStringDX( "Main", "Failed to D3DXSaveMeshToX() at OnD3D9CreateDevice()", __LINE__, hr ); } // fill the the light map hr = BuildLightmap( pS, g_pMesh ); if( FAILED( hr ) ) { DebugStringDX( "Main", "Failed to BuildLightmap()", __LINE__, hr ); } } else { DebugStringDX( "Main", "Failed to D3DXUVAtlasCreate() at OnD3D9CreateDevice()", __LINE__, hr ); } SAFE_RELEASE( pS ); SAFE_DELETE_ARRAY( pdwAdjacency ); SAFE_RELEASE( pFacePartitioning ); SAFE_RELEASE( pVertexRemapArray ); SAFE_RELEASE( pMaterialBuffer ); Here is code to fill lightmap texture: HRESULT BuildLightmap( IDirect3DSurface9 *pS, LPD3DXMESH pMesh ) { HRESULT hr = S_OK; // validate lightmap texture surface and mesh if( !pS || !pMesh ) return E_POINTER; // lock the mesh vertex buffer sVertexPosNormTex *pV = NULL; pMesh->LockVertexBuffer( D3DLOCK_READONLY, ( void** )&pV ); // lock the mesh index buffer WORD *pI = NULL; pMesh->LockIndexBuffer( D3DLOCK_READONLY, ( void** )&pI ); // get the lightmap texture surface description D3DSURFACE_DESC desc; pS->GetDesc( &desc ); // lock the surface rect to fill with color data D3DLOCKED_RECT rct; hr = pS->LockRect( &rct, NULL, 0 ); if( FAILED( hr ) ) { DebugStringDX( "main.cpp:", "Failed to IDirect3DTexture9::LockRect()", __LINE__, hr ); return hr; } // iterate the pixels of the lightmap texture // check each pixel to see if it lies between the uv coordinates of a cube face BYTE *pBuffer = ( BYTE* )rct.pBits; for( UINT y = 0; y < desc.Height; ++y ) { BYTE* pBufferRow = ( BYTE* )pBuffer; for( UINT x = 0; x < desc.Width * 4; x+=4 ) { // determine the pixel's uv coordinate D3DXVECTOR2 p( ( ( float )x / 4.0f ) / ( float )desc.Width + 0.5f / 128.0f, y / ( float )desc.Height + 0.5f / 128.0f ); // for each face of the mesh // check to see if the pixel lies within the face's uv coordinates for( UINT i = 0; i < 3 * pMesh->GetNumFaces(); i +=3 ) { sVertexPosNormTex v[ 3 ]; v[ 0 ] = pV[ pI[ i + 0 ] ]; v[ 1 ] = pV[ pI[ i + 1 ] ]; v[ 2 ] = pV[ pI[ i + 2 ] ]; if( TexcoordIsWithinBounds( v[ 0 ].vUV, v[ 1 ].vUV, v[ 2 ].vUV, p ) ) { // the pixel lies b/t the uv coordinates of a cube face // light contribution functions aren't needed yet //D3DXVECTOR3 vPos = TexcoordToPos( v[ 0 ].vPos, v[ 1 ].vPos, v[ 2 ].vPos, v[ 0 ].vUV, v[ 1 ].vUV, v[ 2 ].vUV, p ); //D3DXVECTOR3 vNormal = v[ 0 ].vNorm; // set the color of this pixel red( for demo ) BYTE ba[] = { 0, 0, 255, 255, }; //ComputeContribution( vPos, vNormal, g_sLight, ba ); // copy the byte array into the light map texture memcpy( ( void* )&pBufferRow[ x ], ( void* )ba, 4 * sizeof( BYTE ) ); } } } // go to next line of the texture pBuffer += rct.Pitch; } // unlock the surface rect pS->UnlockRect(); // unlock mesh vertex and index buffers pMesh->UnlockIndexBuffer(); pMesh->UnlockVertexBuffer(); // write the surface to file hr = D3DXSaveSurfaceToFile( L"LightMap.jpg", D3DXIFF_JPG, pS, NULL, NULL ); if( FAILED( hr ) ) DebugStringDX( "Main.cpp", "Failed to D3DXSaveSurfaceToFile()", __LINE__, hr ); return hr; } bool TexcoordIsWithinBounds( const D3DXVECTOR2 &t0, const D3DXVECTOR2 &t1, const D3DXVECTOR2 &t2, const D3DXVECTOR2 &p ) { // compute vectors D3DXVECTOR2 v0 = t1 - t0, v1 = t2 - t0, v2 = p - t0; float f00 = D3DXVec2Dot( &v0, &v0 ); float f01 = D3DXVec2Dot( &v0, &v1 ); float f02 = D3DXVec2Dot( &v0, &v2 ); float f11 = D3DXVec2Dot( &v1, &v1 ); float f12 = D3DXVec2Dot( &v1, &v2 ); // Compute barycentric coordinates float invDenom = 1 / ( f00 * f11 - f01 * f01 ); float fU = ( f11 * f02 - f01 * f12 ) * invDenom; float fV = ( f00 * f12 - f01 * f02 ) * invDenom; // Check if point is in triangle if( ( fU >= 0 ) && ( fV >= 0 ) && ( fU + fV < 1 ) ) return true; return false; } Screenshot Lightmap I believe the problem comes from the difference between the lightmap uv coordinates and the pixel center coordinates...for example, here are the lightmap uv coordinates( generated by D3DXUVAtlasCreate() ) for a specific face( tri ) within the mesh, keep in mind that I'm using the mesh uv coordinates to write the pixels for the texture: v[ 0 ].uv = D3DXVECTOR2( 0.003581, 0.295631 ); v[ 1 ].uv = D3DXVECTOR2( 0.003581, 0.003581 ); v[ 2 ].uv = D3DXVECTOR2( 0.295631, 0.003581 ); the lightmap texture size is 128 x 128 pixels. The upper-left pixel center coordinates are: float halfPixel = 0.5 / 128 = 0.00390625; D3DXVECTOR2 pixelCenter = D3DXVECTOR2( halfPixel, halfPixel ); will the mapping and sampling of the lightmap texture will require that an offset be taken into account or that the uv coordinates are snapped to the pixel centers..? ...Any ideas on the best way to approach this situation would be appreciated...What are the common practices?

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  • how to reset monitor display settings

    - by vector
    On Ubuntu 12.4 laptop with Gnome desktop, I tried to set an additional display through Catalyst (administrative) and slowly ended up making making a mess out of the whole thing. I tried several combinations of settings and at each iterration I just made things worse, ending up with 'mail battery sound time user power' icons repeating on the top bar. Now I'm lost as to how to restore everything to default settings.

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  • GLSL: Strange light reflections [Solved]

    - by Tom
    According to this tutorial I'm trying to make a normal mapping using GLSL, but something is wrong and I can't find the solution. The output render is in this image: Image1 in this image is a plane with two triangles and each of it is different illuminated (that is bad). The plane has 6 vertices. In the upper left side of this plane are 2 identical vertices (same in the lower right). Here are some vectors same for each vertice: normal vector = 0, 1, 0 (red lines on image) tangent vector = 0, 0,-1 (green lines on image) bitangent vector = -1, 0, 0 (blue lines on image) here I have one question: The two identical vertices does need to have the same tangent and bitangent? I have tried to make other values to the tangents but the effect was still similar. Here are my shaders Vertex shader: #version 130 // Input vertex data, different for all executions of this shader. in vec3 vertexPosition_modelspace; in vec2 vertexUV; in vec3 vertexNormal_modelspace; in vec3 vertexTangent_modelspace; in vec3 vertexBitangent_modelspace; // Output data ; will be interpolated for each fragment. out vec2 UV; out vec3 Position_worldspace; out vec3 EyeDirection_cameraspace; out vec3 LightDirection_cameraspace; out vec3 LightDirection_tangentspace; out vec3 EyeDirection_tangentspace; // Values that stay constant for the whole mesh. uniform mat4 MVP; uniform mat4 V; uniform mat4 M; uniform mat3 MV3x3; uniform vec3 LightPosition_worldspace; void main(){ // Output position of the vertex, in clip space : MVP * position gl_Position = MVP * vec4(vertexPosition_modelspace,1); // Position of the vertex, in worldspace : M * position Position_worldspace = (M * vec4(vertexPosition_modelspace,1)).xyz; // Vector that goes from the vertex to the camera, in camera space. // In camera space, the camera is at the origin (0,0,0). vec3 vertexPosition_cameraspace = ( V * M * vec4(vertexPosition_modelspace,1)).xyz; EyeDirection_cameraspace = vec3(0,0,0) - vertexPosition_cameraspace; // Vector that goes from the vertex to the light, in camera space. M is ommited because it's identity. vec3 LightPosition_cameraspace = ( V * vec4(LightPosition_worldspace,1)).xyz; LightDirection_cameraspace = LightPosition_cameraspace + EyeDirection_cameraspace; // UV of the vertex. No special space for this one. UV = vertexUV; // model to camera = ModelView vec3 vertexTangent_cameraspace = MV3x3 * vertexTangent_modelspace; vec3 vertexBitangent_cameraspace = MV3x3 * vertexBitangent_modelspace; vec3 vertexNormal_cameraspace = MV3x3 * vertexNormal_modelspace; mat3 TBN = transpose(mat3( vertexTangent_cameraspace, vertexBitangent_cameraspace, vertexNormal_cameraspace )); // You can use dot products instead of building this matrix and transposing it. See References for details. LightDirection_tangentspace = TBN * LightDirection_cameraspace; EyeDirection_tangentspace = TBN * EyeDirection_cameraspace; } Fragment shader: #version 130 // Interpolated values from the vertex shaders in vec2 UV; in vec3 Position_worldspace; in vec3 EyeDirection_cameraspace; in vec3 LightDirection_cameraspace; in vec3 LightDirection_tangentspace; in vec3 EyeDirection_tangentspace; // Ouput data out vec3 color; // Values that stay constant for the whole mesh. uniform sampler2D DiffuseTextureSampler; uniform sampler2D NormalTextureSampler; uniform sampler2D SpecularTextureSampler; uniform mat4 V; uniform mat4 M; uniform mat3 MV3x3; uniform vec3 LightPosition_worldspace; void main(){ // Light emission properties // You probably want to put them as uniforms vec3 LightColor = vec3(1,1,1); float LightPower = 40.0; // Material properties vec3 MaterialDiffuseColor = texture2D( DiffuseTextureSampler, vec2(UV.x,-UV.y) ).rgb; vec3 MaterialAmbientColor = vec3(0.1,0.1,0.1) * MaterialDiffuseColor; //vec3 MaterialSpecularColor = texture2D( SpecularTextureSampler, UV ).rgb * 0.3; vec3 MaterialSpecularColor = vec3(0.5,0.5,0.5); // Local normal, in tangent space. V tex coordinate is inverted because normal map is in TGA (not in DDS) for better quality vec3 TextureNormal_tangentspace = normalize(texture2D( NormalTextureSampler, vec2(UV.x,-UV.y) ).rgb*2.0 - 1.0); // Distance to the light float distance = length( LightPosition_worldspace - Position_worldspace ); // Normal of the computed fragment, in camera space vec3 n = TextureNormal_tangentspace; // Direction of the light (from the fragment to the light) vec3 l = normalize(LightDirection_tangentspace); // Cosine of the angle between the normal and the light direction, // clamped above 0 // - light is at the vertical of the triangle -> 1 // - light is perpendicular to the triangle -> 0 // - light is behind the triangle -> 0 float cosTheta = clamp( dot( n,l ), 0,1 ); // Eye vector (towards the camera) vec3 E = normalize(EyeDirection_tangentspace); // Direction in which the triangle reflects the light vec3 R = reflect(-l,n); // Cosine of the angle between the Eye vector and the Reflect vector, // clamped to 0 // - Looking into the reflection -> 1 // - Looking elsewhere -> < 1 float cosAlpha = clamp( dot( E,R ), 0,1 ); color = // Ambient : simulates indirect lighting MaterialAmbientColor + // Diffuse : "color" of the object MaterialDiffuseColor * LightColor * LightPower * cosTheta / (distance*distance) + // Specular : reflective highlight, like a mirror MaterialSpecularColor * LightColor * LightPower * pow(cosAlpha,5) / (distance*distance); //color.xyz = E; //color.xyz = LightDirection_tangentspace; //color.xyz = EyeDirection_tangentspace; } I have replaced the original color value by EyeDirection_tangentspace vector and then I got other strange effect but I can not link the image (not eunogh reputation) Is it possible that with this shaders is something wrong, or maybe in other place in my code e.g with my matrices?

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  • Octree subdivision problem

    - by ChaosDev
    Im creating octree manually and want function for effectively divide all nodes and their subnodes - For example - I press button and subnodes divided - press again - all subnodes divided again. Must be like - 1 - 8 - 64. The problem is - i dont understand how organize recursive loops for that. OctreeNode in my unoptimized implementation contain pointers to subnodes(childs),parent,extra vector(contains dublicates of child),generation info and lots of information for drawing. class gOctreeNode { //necessary fields gOctreeNode* FrontBottomLeftNode; gOctreeNode* FrontBottomRightNode; gOctreeNode* FrontTopLeftNode; gOctreeNode* FrontTopRightNode; gOctreeNode* BackBottomLeftNode; gOctreeNode* BackBottomRightNode; gOctreeNode* BackTopLeftNode; gOctreeNode* BackTopRightNode; gOctreeNode* mParentNode; std::vector<gOctreeNode*> m_ChildsVector; UINT mGeneration; bool mSplitted; bool isSplitted(){return m_Splitted;} .... //unnecessary fields }; DivideNode of Octree class fill these fields, set mSplitted to true, and prepare for correctly drawing. Octree contains basic nodes(m_nodes). Basic node can be divided, but now I want recursivly divide already divided basic node with 8 subnodes. So I write this function. void DivideAllChildCells(int ix,int ih,int id) { std::vector<gOctreeNode*> nlist; std::vector<gOctreeNode*> dlist; int index = (ix * m_Height * m_Depth) + (ih * m_Depth) + (id * 1);//get index of specified node gOctreeNode* baseNode = m_nodes[index].get(); nlist.push_back(baseNode->FrontTopLeftNode); nlist.push_back(baseNode->FrontTopRightNode); nlist.push_back(baseNode->FrontBottomLeftNode); nlist.push_back(baseNode->FrontBottomRightNode); nlist.push_back(baseNode->BackBottomLeftNode); nlist.push_back(baseNode->BackBottomRightNode); nlist.push_back(baseNode->BackTopLeftNode); nlist.push_back(baseNode->BackTopRightNode); bool cont = true; UINT d = 0;//additional recursive loop param (?) UINT g = 0;//additional recursive loop param (?) LoopNodes(d,g,nlist,dlist); //Divide resulting nodes for(UINT i = 0; i < dlist.size(); i++) { DivideNode(dlist[i]); } } And now, back to the main question,I present LoopNodes, which must do all work for giving dlist nodes for splitting. void LoopNodes(UINT& od,UINT& og,std::vector<gOctreeNode*>& nlist,std::vector<gOctreeNode*>& dnodes) { //od++;//recursion depth bool f = false; //pass through childs for(UINT i = 0; i < 8; i++) { if(nlist[i]->isSplitted())//if node splitted and have childs { //pass forward through tree for(UINT j = 0; j < 8; j++) { nlist[j] = nlist[j]->m_ChildsVector[j];//set pointers to these childs } LoopNodes(od,og,nlist,dnodes); } else //if no childs { //add to split vector dnodes.push_back(nlist[i]); } } } This version of loop nodes works correctly for 2(or 1?) generations after - this will not divide neightbours nodes, only some corners. I need correct algorithm. Screenshot All I need - is correct version of LoopNodes, which can add all nodes for DivideNode.

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  • 2D SAT Collision Detection not working when using certain polygons (With example)

    - by sFuller
    My SAT algorithm falsely reports that collision is occurring when using certain polygons. I believe this happens when using a polygon that does not contain a right angle. Here is a simple diagram of what is going wrong: Here is the problematic code: std::vector<vec2> axesB = polygonB->GetAxes(); //loop over axes B for(int i = 0; i < axesB.size(); i++) { float minA,minB,maxA,maxB; polygonA->Project(axesB[i],&minA,&maxA); polygonB->Project(axesB[i],&minB,&maxB); float intervalDistance = polygonA->GetIntervalDistance(minA, maxA, minB, maxB); if(intervalDistance >= 0) return false; //Collision not occurring } This function retrieves axes from the polygon: std::vector<vec2> Polygon::GetAxes() { std::vector<vec2> axes; for(int i = 0; i < verts.size(); i++) { vec2 a = verts[i]; vec2 b = verts[(i+1)%verts.size()]; vec2 edge = b-a; axes.push_back(vec2(-edge.y,edge.x).GetNormailzed()); } return axes; } This function returns the normalized vector: vec2 vec2::GetNormailzed() { float mag = sqrt( x*x + y*y ); return *this/mag; } This function projects a polygon onto an axis: void Polygon::Project(vec2* axis, float* min, float* max) { float d = axis->DotProduct(&verts[0]); float _min = d; float _max = d; for(int i = 1; i < verts.size(); i++) { d = axis->DotProduct(&verts[i]); _min = std::min(_min,d); _max = std::max(_max,d); } *min = _min; *max = _max; } This function returns the dot product of the vector with another vector. float vec2::DotProduct(vec2* other) { return (x*other->x + y*other->y); } Could anyone give me a pointer in the right direction to what could be causing this bug? Edit: I forgot this function, which gives me the interval distance: float Polygon::GetIntervalDistance(float minA, float maxA, float minB, float maxB) { float intervalDistance; if (minA < minB) { intervalDistance = minB - maxA; } else { intervalDistance = minA - maxB; } return intervalDistance; //A positive value indicates this axis can be separated. } Edit 2: I have recreated the problem in HTML5/Javascript: Demo

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  • "Hello World" in C++ AMP

    - by Daniel Moth
    Some say that the equivalent of "hello world" code in the data parallel world is matrix multiplication :) Below is the before C++ AMP and after C++ AMP code. For more on what it all means, watch the recording of my C++ AMP introduction (the example below is part of the session). void MatrixMultiply(vector<float>& vC, const vector<float>& vA, const vector<float>& vB, int M, int N, int W ) { for (int y = 0; y < M; y++) { for (int x = 0; x < N; x++) { float sum = 0; for(int i = 0; i < W; i++) { sum += vA[y * W + i] * vB[i * N + x]; } vC[y * N + x] = sum; } } } Change the function to use C++ AMP and hence offload the computation to the GPU, and now the calling code (which I am not showing) needs no changes and the overall operation gives you really nice speed up for large datasets…  #include <amp.h> using namespace concurrency; void MatrixMultiply(vector<float>& vC, const vector<float>& vA, const vector<float>& vB, int M, int N, int W ) { array_view<const float,2> a(M, W, vA); array_view<const float,2> b(W, N, vB); array_view<writeonly<float>,2> c(M, N, vC); parallel_for_each( c.grid, [=](index<2> idx) mutable restrict(direct3d) { float sum = 0; for(int i = 0; i < a.x; i++) { sum += a(idx.y, i) * b(i, idx.x); } c[idx] = sum; } ); } Again, you can understand the elements above, by using my C++ AMP presentation slides and recording… Stay tuned for more… Comments about this post welcome at the original blog.

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  • GLSL: Strange light reflections

    - by Tom
    According to this tutorial I'm trying to make a normal mapping using GLSL, but something is wrong and I can't find the solution. The output render is in this image: Image1 in this image is a plane with two triangles and each of it is different illuminated (that is bad). The plane has 6 vertices. In the upper left side of this plane are 2 identical vertices (same in the lower right). Here are some vectors same for each vertice: normal vector = 0, 1, 0 (red lines on image) tangent vector = 0, 0,-1 (green lines on image) bitangent vector = -1, 0, 0 (blue lines on image) here I have one question: The two identical vertices does need to have the same tangent and bitangent? I have tried to make other values to the tangents but the effect was still similar. Here are my shaders Vertex shader: #version 130 // Input vertex data, different for all executions of this shader. in vec3 vertexPosition_modelspace; in vec2 vertexUV; in vec3 vertexNormal_modelspace; in vec3 vertexTangent_modelspace; in vec3 vertexBitangent_modelspace; // Output data ; will be interpolated for each fragment. out vec2 UV; out vec3 Position_worldspace; out vec3 EyeDirection_cameraspace; out vec3 LightDirection_cameraspace; out vec3 LightDirection_tangentspace; out vec3 EyeDirection_tangentspace; // Values that stay constant for the whole mesh. uniform mat4 MVP; uniform mat4 V; uniform mat4 M; uniform mat3 MV3x3; uniform vec3 LightPosition_worldspace; void main(){ // Output position of the vertex, in clip space : MVP * position gl_Position = MVP * vec4(vertexPosition_modelspace,1); // Position of the vertex, in worldspace : M * position Position_worldspace = (M * vec4(vertexPosition_modelspace,1)).xyz; // Vector that goes from the vertex to the camera, in camera space. // In camera space, the camera is at the origin (0,0,0). vec3 vertexPosition_cameraspace = ( V * M * vec4(vertexPosition_modelspace,1)).xyz; EyeDirection_cameraspace = vec3(0,0,0) - vertexPosition_cameraspace; // Vector that goes from the vertex to the light, in camera space. M is ommited because it's identity. vec3 LightPosition_cameraspace = ( V * vec4(LightPosition_worldspace,1)).xyz; LightDirection_cameraspace = LightPosition_cameraspace + EyeDirection_cameraspace; // UV of the vertex. No special space for this one. UV = vertexUV; // model to camera = ModelView vec3 vertexTangent_cameraspace = MV3x3 * vertexTangent_modelspace; vec3 vertexBitangent_cameraspace = MV3x3 * vertexBitangent_modelspace; vec3 vertexNormal_cameraspace = MV3x3 * vertexNormal_modelspace; mat3 TBN = transpose(mat3( vertexTangent_cameraspace, vertexBitangent_cameraspace, vertexNormal_cameraspace )); // You can use dot products instead of building this matrix and transposing it. See References for details. LightDirection_tangentspace = TBN * LightDirection_cameraspace; EyeDirection_tangentspace = TBN * EyeDirection_cameraspace; } Fragment shader: #version 130 // Interpolated values from the vertex shaders in vec2 UV; in vec3 Position_worldspace; in vec3 EyeDirection_cameraspace; in vec3 LightDirection_cameraspace; in vec3 LightDirection_tangentspace; in vec3 EyeDirection_tangentspace; // Ouput data out vec3 color; // Values that stay constant for the whole mesh. uniform sampler2D DiffuseTextureSampler; uniform sampler2D NormalTextureSampler; uniform sampler2D SpecularTextureSampler; uniform mat4 V; uniform mat4 M; uniform mat3 MV3x3; uniform vec3 LightPosition_worldspace; void main(){ // Light emission properties // You probably want to put them as uniforms vec3 LightColor = vec3(1,1,1); float LightPower = 40.0; // Material properties vec3 MaterialDiffuseColor = texture2D( DiffuseTextureSampler, vec2(UV.x,-UV.y) ).rgb; vec3 MaterialAmbientColor = vec3(0.1,0.1,0.1) * MaterialDiffuseColor; //vec3 MaterialSpecularColor = texture2D( SpecularTextureSampler, UV ).rgb * 0.3; vec3 MaterialSpecularColor = vec3(0.5,0.5,0.5); // Local normal, in tangent space. V tex coordinate is inverted because normal map is in TGA (not in DDS) for better quality vec3 TextureNormal_tangentspace = normalize(texture2D( NormalTextureSampler, vec2(UV.x,-UV.y) ).rgb*2.0 - 1.0); // Distance to the light float distance = length( LightPosition_worldspace - Position_worldspace ); // Normal of the computed fragment, in camera space vec3 n = TextureNormal_tangentspace; // Direction of the light (from the fragment to the light) vec3 l = normalize(LightDirection_tangentspace); // Cosine of the angle between the normal and the light direction, // clamped above 0 // - light is at the vertical of the triangle -> 1 // - light is perpendicular to the triangle -> 0 // - light is behind the triangle -> 0 float cosTheta = clamp( dot( n,l ), 0,1 ); // Eye vector (towards the camera) vec3 E = normalize(EyeDirection_tangentspace); // Direction in which the triangle reflects the light vec3 R = reflect(-l,n); // Cosine of the angle between the Eye vector and the Reflect vector, // clamped to 0 // - Looking into the reflection -> 1 // - Looking elsewhere -> < 1 float cosAlpha = clamp( dot( E,R ), 0,1 ); color = // Ambient : simulates indirect lighting MaterialAmbientColor + // Diffuse : "color" of the object MaterialDiffuseColor * LightColor * LightPower * cosTheta / (distance*distance) + // Specular : reflective highlight, like a mirror MaterialSpecularColor * LightColor * LightPower * pow(cosAlpha,5) / (distance*distance); //color.xyz = E; //color.xyz = LightDirection_tangentspace; //color.xyz = EyeDirection_tangentspace; } I have replaced the original color value by EyeDirection_tangentspace vector and then I got other strange effect but I can not link the image (not eunogh reputation) Is it possible that with this shaders is something wrong, or maybe in other place in my code e.g with my matrices? SOLVED Solved... 3 days needed for changing one letter from this: glBindBuffer(GL_ARRAY_BUFFER, vbo); glVertexAttribPointer ( 4, // attribute 3, // size GL_FLOAT, // type GL_FALSE, // normalized? sizeof(VboVertex), // stride (void*)(12*sizeof(float)) // array buffer offset ); to this: glBindBuffer(GL_ARRAY_BUFFER, vbo); glVertexAttribPointer ( 4, // attribute 3, // size GL_FLOAT, // type GL_FALSE, // normalized? sizeof(VboVertex), // stride (void*)(11*sizeof(float)) // array buffer offset ); see difference? :)

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  • How do I install pgAdmin III for postgreSQL 9.2?

    - by Vector
    I have a Windows server that runs postgresql 9.2. I want to hit it using pgAdmin III from my Ubuntu 12.10 workstation box. I installed pgAdmin III from synaptic and also tried direct download from postgreSQL site using software installer. Regardless, I can get only get pgAdmin III for postgresql 9.1. When I run pgAdmin III and point to my server I get an error message telling me that the database is 9.2 and my pgAdmin III is for 9.1, isn't compatible with 9.2. I can access the server itself fine OK from the Ubuntu box - I have Python programs that hit the database with no problems - but I need pgAdmin III for 9.2 running under Ubuntu 12.10. Is it available? Where do I get it?

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  • k-d tree implementation [closed]

    - by user466441
    when i run my code and debugged,i got this error - this 0x00093584 {_Myproxy=0x00000000 _Mynextiter=0x00000000 } std::_Iterator_base12 * const - _Myproxy 0x00000000 {_Mycont=??? _Myfirstiter=??? } std::_Container_proxy * _Mycont CXX0017: Error: symbol "" not found _Myfirstiter CXX0030: Error: expression cannot be evaluated + _Mynextiter 0x00000000 {_Myproxy=??? _Mynextiter=??? } std::_Iterator_base12 * but i dont know what does it means,code is this #include<iostream> #include<vector> #include<algorithm> using namespace std; struct point { float x,y; }; vector<point>pointleft(4); vector<point>pointright(4); //we are going to implement two comparison function for x and y coordinates,we need it in calculation of median (we should sort vector //by x or y according to depth informaton,is depth even or odd. bool sortby_X(point &a,point &b) { return a.x<b.x; } bool sortby_Y(point &a,point &b) { return a.y<b.y; } //so i am going to implement to median finding algorithm,one for finding median by x and another find median by y point medianx(vector<point>points) { point temp; sort(points.begin(),points.end(),sortby_X); temp=points[(points.size()/2)]; return temp; } point mediany(vector<point>points) { point temp; sort(points.begin(),points.end(),sortby_Y); temp=points[(points.size()/2)]; return temp; } //now construct basic tree structure struct Tree { float x,y; Tree(point a) { x=a.x; y=a.y; } Tree *left; Tree *right; }; Tree * build_kd( Tree *root,vector<point>points,int depth) { point temp; if(points.size()==1)// that point is as a leaf { if(root==NULL) root=new Tree(points[0]); return root; } if(depth%2==0) { temp=medianx(points); root=new Tree(temp); for(int i=0;i<points.size();i++) { if (points[i].x<temp.x) pointleft[i]=points[i]; else pointright[i]=points[i]; } } else { temp=mediany(points); root=new Tree(temp); for(int i=0;i<points.size();i++) { if(points[i].y<temp.y) pointleft[i]=points[i]; else pointright[i]=points[i]; } } return build_kd(root->left,pointleft,depth+1); return build_kd(root->right,pointright,depth+1); } void print(Tree *root) { while(root!=NULL) { cout<<root->x<<" " <<root->y; print(root->left); print(root->right); } } int main() { int depth=0; Tree *root=NULL; vector<point>points(4); float x,y; int n=4; for(int i=0;i<n;i++) { cin>>x>>y; points[i].x=x; points[i].y=y; } root=build_kd(root,points,depth); print(root); return 0; } i am trying ti implement in c++ this pseudo code tuple function build_kd_tree(int depth, set points): if points contains only one point: return that point as a leaf. if depth is even: Calculate the median x-value. Create a set of points (pointsLeft) that have x-values less than the median. Create a set of points (pointsRight) that have x-values greater than or equal to the median. else: Calculate the median y-value. Create a set of points (pointsLeft) that have y-values less than the median. Create a set of points (pointsRight) that have y-values greater than or equal to the median. treeLeft = build_kd_tree(depth + 1, pointsLeft) treeRight = build_kd_tree(depth + 1, pointsRight) return(median, treeLeft, treeRight) please help me what this error means?

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  • Understanding dot notation

    - by Starkers
    Here's my interpretation of dot notation: a = [2,6] b = [1,4] c = [0,8] a . b . c = (2*6)+(1*4)+(0*8) = 12 + 4 + 0 = 16 What is the significance of 16? Apparently it's a scalar. Am I right in thinking that a scalar is the number we times a unit vector by to get a vector that has a scaled up magnitude but the same direction as the unit vector? So again, what is the relevance of 16? When is it used? It's not the magnitude of all the vectors added up. The magnitude of all of them is calculated as follows: sqrt( ax * ax + ay * ay ) + sqrt( bx * bx + by * by ) + sqrt( cx * cx + cy * cy) sqrt( 2 * 2 + 6 * 6 ) + sqrt( 1 * 1 + 4 * 4 ) + sqrt( 0 * 0 + 8 * 8) sqrt( 4 + 36 ) + sqrt( 1 + 16 ) + sqrt( 0 + 64) sqrt( 40 ) + sqrt( 17 ) + sqrt( 64) 6.3 + 4.1 + 8 10.4 + 8 18.4 So I don't really get this diagram: Attempting with sensible numbers: a = [1,0] b = [4,3] a . b = (1*0) + (4*3) = 0 + 12 = 12 So what exactly is a . b describing here? The magnitude of that vector? Because that isn't right: the 'a.b' vector = [4,0] sqrt( x*x + y*y ) sqrt( 4*4 + 0*0 ) sqrt( 16 + 0 ) 4 So what is 12 describing?

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  • XNA 3D coordinates seem off

    - by Peteyslatts
    I'm going through a book, and the example it gave me seems like is should work, but when I try and implement it, it falls short. My Camera class takes three vectors in to generate View and Projection matrices. I'm giving it a position vector of (0,0,5), a target vector of Vector.Zero and a top vector (which way is up) of Vector.Up. My Three vertices are placed at (0,1,0), (-1,-1,0), (1,-1,0). It seems like it should work because the vertices are centered around the origin, and thats where I'm telling the camera to look but when I run the game, the only way to get the camera to see the vertices is to set its position to (0,0,-5) and even then the triangle is skewed. Not sure what's wrong here. Any suggestions would be helpful. Just to make sure I've given you guys everything (I don't think these are important as the problem seems to be related to the coordinates, not the ability of the game to draw them): I'm using a VertexBuffer and a BasicEffect. My render code is as follows: effect.World = Matrix.Identity; effect.View = camera.view; effect.Projection = camera.projection; effect.VertexColorEnabled = true; foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); GraphicsDevice.DrawUserPrimitives<VertexPositionColor> (PrimitiveType.TriangleStrip, verts, 0, 1); }

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  • JavaOne 2011 - Moscow and Hyderabad Editions

    - by Cassandra Clark
    Connect with Java developers at JavaOne - JavaOne will be held in Moscow, April 12-13th, 2011 and again in Hyderabad, May 10th - 11th, 2011. Enjoy two days of technical content and hands-on learning focused on Java and next-generation development trends and technologies, including rich enterprise applications (REAs), service-oriented architecture (SOA), and the database.JavaOne Moscow Tracks - Java EE, Enterprise Computing, and the CloudJava SE, Client Side Technologies, and Rich User ExperiencesJava ME, Mobile, and EmbeddedJavaOne Hyderabad Tracks - Core Java PlatformJava EE, Enterprise Computing, and the CloudJava SE, Client Side Technologies, and Rich User ExperiencesJava ME, Mobile, and EmbeddedRegister Now for JavaOne Moscow!Register Now for JavaOne Hyderabad!

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  • Retrieve the coordinates of the *occluding* (closest/drawn) pixels during 3D overlap, using OpenGL?

    - by Big Rich
    Hi, Sorry if the question is not worded well, I'm a new to both 3D and OpenGL. How could I go about obtaining the 3D coordinates of the occluding object, at the point where occlusion is happening (i.e. the 'intersection' of the object in front/closest to the screen)? Just to offer a [very] rudimentary, visual, example, if you were to form an index-finger cross, with your right hand closest to your face, I'd like to know the coordinates of the part of your right finger which obscures the other finger (obviously back within the OpenGL context - no jokers ;-) ). If there is a way to find out both about the occluder (hider) and the occluded (hidden) objects in OpenGL, then that would be of great use, also. Cheers Rich

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  • re-partition new drive and use new partition as 'home'

    - by vector
    Linux noob here. I installed Ubuntu 12.04 on a brand new drive (dual boot with windows on another drive) and re-partitioned it afterwards (with gparted off of live cd) like so (sudo fdisk -l) : Device Boot Start End Blocks Id System /dev/sdb1 * 2048 63735807 31866880 83 Linux /dev/sdb2 1448509438 1465147391 8318977 5 Extended Partition 2 does not start on physical sector boundary. /dev/sdb3 63735808 1448507391 692385792 83 Linux /dev/sdb5 1448509440 1465147391 8318976 82 Linux swap / Solaris I'd like to use sdb3 as default home for all work and fun related program installs and files, but I haven't even gotten as far as changing permissions on it. Any help will be most appreciated.

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  • share code between check and process methods

    - by undu
    My job is to refactor an old library for GIS vector data processing. The main class encapsulates a collection of building outlines, and offers different methods for checking data consistency. Those checking functions have an optional parameter that allows to perform some process. For instance: std::vector<Point> checkIntersections(int process_mode = 0); This method tests if some building outlines are intersecting, and return the intersection points. But if you pass a non null argument, the method will modify the outlines to remove the intersection. I think it's pretty bad (at call site, a reader not familiar with the code base will assume that a method called checkSomething only performs a check and doesn't modifiy data) and I want to change this. I also want to avoid code duplication as check and process methods are mostly similar. So I was thinking to something like this: // a private worker std::vector<Point> workerIntersections(int process_mode = 0) { // it's the equivalent of the current checkIntersections, it may perform // a process depending on process_mode } // public interfaces for check and process std::vector<Point> checkIntersections() /* const */ { workerIntersections(0); } std::vector<Point> processIntersections(int process_mode /*I have different process modes*/) { workerIntersections(process_mode); } But that forces me to break const correctness as workerIntersections is a non-const method. How can I separate check and process, avoiding code duplication and keeping const-correctness?

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  • Problem storing text to a String[] and then storing the array to a Vector.

    - by hatboysam
    OK so for background I've only been using Java for a little more than a week and I am making a basic GUI "Recipe Book" application just to test out some of the techniques I've learned. Currently I'm working on the "Add New Recipe" page that allows the user to make a new recipe by adding ingredients one at a time. The ingredients have 3 attributes: Name, amount, and unit (like cups, oz, etc) that come from two text fields and a combo box respectively. The 3 values are stores as strings to a String array that represents the ingredient, then the arrays are stored in a vector that holds all of the ingredients for one recipe. When an ingredient is added, the user first types in the 3 necessary values into empty boxes/combo box dropdown and then clicks "Add Ingredient". Here is my code for when the button is clicked: public void actionPerformed(ActionEvent event) { Object source = event.getSource(); if (source == addIngredientButton) { //make sure 3 ingredient fields are not blank if (!ingredientNameField.getText().equals("") && !ingredientAmountField.getText().equals("") && !ingredientUnitDropdown.getSelectedItem().equals("")) { tempIngredientsArray[0] = ingredientNameField.getText(); //set ingredient name to first position in array tempIngredientsArray[1] = ingredientAmountField.getText(); //set ingredient amount to second position in array tempIngredientsArray[2] = (String) ingredientUnitDropdown.getSelectedItem(); //set ingredient unit to third position in array int ingredientsVectorSize = tempRecipe.ingredientsVector.size(); tempRecipe.ingredientsVector.add(this.tempIngredientsArray); //why would it matter if this and previous statement were switched for (int k = 0; k < ingredientsVectorSize + 1; k++ ) { liveIngredientsListArea.append("\n" + tempRecipe.makeIngredientSentence(k)); System.out.println(Arrays.toString(tempIngredientsArray)); //shows that tempIngredientsArray gets messed up each time } } Now here's the really strange problem I've been having. The first time the user adds an ingredient everything works fine. The second time, the String[] for that ingredient seems to be duplicated, and the third time it's triplicated. Aka the first time it runs the System.out.println might return "{Sugar, 3, Cups}" and the second time it will return "{Flour, 2, Oz.} {Flour, 2, Oz.}" etc. What's causing this strange problem? All help greatly appreciated, let me know if you need any clarification.

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  • C++ - Conway's Game of Life & Stepping Backwards

    - by Gabe
    I was able to create a version Conway's Game of Life that either stepped forward each click, or just ran forward using a timer. (I'm doing this using Qt.) Now, I need to be able to save all previous game grids, so that I can step backwards by clicking a button. I'm trying to use a stack, and it seems like I'm pushing the old gridcells onto the stack correctly. But when I run it in QT, the grids don't change when I click BACK. I've tried different things for the last three hours, to no avail. Any ideas? gridwindow.cpp - My problem should be in here somewhere. Probably the handleBack() func. #include <iostream> #include "gridwindow.h" using namespace std; // Constructor for window. It constructs the three portions of the GUI and lays them out vertically. GridWindow::GridWindow(QWidget *parent,int rows,int cols) : QWidget(parent) { QHBoxLayout *header = setupHeader(); // Setup the title at the top. QGridLayout *grid = setupGrid(rows,cols); // Setup the grid of colored cells in the middle. QHBoxLayout *buttonRow = setupButtonRow(); // Setup the row of buttons across the bottom. QVBoxLayout *layout = new QVBoxLayout(); // Puts everything together. layout->addLayout(header); layout->addLayout(grid); layout->addLayout(buttonRow); setLayout(layout); } // Destructor. GridWindow::~GridWindow() { delete title; } // Builds header section of the GUI. QHBoxLayout* GridWindow::setupHeader() { QHBoxLayout *header = new QHBoxLayout(); // Creates horizontal box. header->setAlignment(Qt::AlignHCenter); this->title = new QLabel("CONWAY'S GAME OF LIFE",this); // Creates big, bold, centered label (title): "Conway's Game of Life." this->title->setAlignment(Qt::AlignHCenter); this->title->setFont(QFont("Arial", 32, QFont::Bold)); header->addWidget(this->title); // Adds widget to layout. return header; // Returns header to grid window. } // Builds the grid of cells. This method populates the grid's 2D array of GridCells with MxN cells. QGridLayout* GridWindow::setupGrid(int rows,int cols) { isRunning = false; QGridLayout *grid = new QGridLayout(); // Creates grid layout. grid->setHorizontalSpacing(0); // No empty spaces. Cells should be contiguous. grid->setVerticalSpacing(0); grid->setSpacing(0); grid->setAlignment(Qt::AlignHCenter); for(int i=0; i < rows; i++) //Each row is a vector of grid cells. { std::vector<GridCell*> row; // Creates new vector for current row. cells.push_back(row); for(int j=0; j < cols; j++) { GridCell *cell = new GridCell(); // Creates and adds new cell to row. cells.at(i).push_back(cell); grid->addWidget(cell,i,j); // Adds to cell to grid layout. Column expands vertically. grid->setColumnStretch(j,1); } grid->setRowStretch(i,1); // Sets row expansion horizontally. } return grid; // Returns grid. } // Builds footer section of the GUI. QHBoxLayout* GridWindow::setupButtonRow() { QHBoxLayout *buttonRow = new QHBoxLayout(); // Creates horizontal box for buttons. buttonRow->setAlignment(Qt::AlignHCenter); // Clear Button - Clears cell; sets them all to DEAD/white. QPushButton *clearButton = new QPushButton("CLEAR"); clearButton->setFixedSize(100,25); connect(clearButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Pauses timer before clearing. connect(clearButton, SIGNAL(clicked()), this, SLOT(handleClear())); // Connects to clear function to make all cells DEAD/white. buttonRow->addWidget(clearButton); // Forward Button - Steps one step forward. QPushButton *forwardButton = new QPushButton("FORWARD"); forwardButton->setFixedSize(100,25); connect(forwardButton, SIGNAL(clicked()), this, SLOT(handleForward())); // Signals to handleForward function.. buttonRow->addWidget(forwardButton); // Back Button - Steps one step backward. QPushButton *backButton = new QPushButton("BACK"); backButton->setFixedSize(100,25); connect(backButton, SIGNAL(clicked()), this, SLOT(handleBack())); // Signals to handleBack funciton. buttonRow->addWidget(backButton); // Start Button - Starts game when user clicks. Or, resumes game after being paused. QPushButton *startButton = new QPushButton("START/RESUME"); startButton->setFixedSize(100,25); connect(startButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Deletes current timer if there is one. Then restarts everything. connect(startButton, SIGNAL(clicked()), this, SLOT(handleStart())); // Signals to handleStart function. buttonRow->addWidget(startButton); // Pause Button - Pauses simulation of game. QPushButton *pauseButton = new QPushButton("PAUSE"); pauseButton->setFixedSize(100,25); connect(pauseButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Signals to pause function which pauses timer. buttonRow->addWidget(pauseButton); // Quit Button - Exits program. QPushButton *quitButton = new QPushButton("EXIT"); quitButton->setFixedSize(100,25); connect(quitButton, SIGNAL(clicked()), qApp, SLOT(quit())); // Signals the quit slot which ends the program. buttonRow->addWidget(quitButton); return buttonRow; // Returns bottom of layout. } /* SLOT method for handling clicks on the "clear" button. Receives "clicked" signals on the "Clear" button and sets all cells to DEAD. */ void GridWindow::handleClear() { for(unsigned int row=0; row < cells.size(); row++) // Loops through current rows' cells. { for(unsigned int col=0; col < cells[row].size(); col++) // Loops through the rows'columns' cells. { GridCell *cell = cells[row][col]; // Grab the current cell & set its value to dead. cell->setType(DEAD); } } } /* SLOT method for handling clicks on the "start" button. Receives "clicked" signals on the "start" button and begins game simulation. */ void GridWindow::handleStart() { isRunning = true; // It is running. Sets isRunning to true. this->timer = new QTimer(this); // Creates new timer. connect(this->timer, SIGNAL(timeout()), this, SLOT(timerFired())); // Connect "timerFired" method class to the "timeout" signal fired by the timer. this->timer->start(500); // Timer to fire every 500 milliseconds. } /* SLOT method for handling clicks on the "pause" button. Receives "clicked" signals on the "pause" button and stops the game simulation. */ void GridWindow::handlePause() { if(isRunning) // If it is running... this->timer->stop(); // Stops the timer. isRunning = false; // Set to false. } void GridWindow::handleForward() { if(isRunning); // If it's running, do nothing. else timerFired(); // It not running, step forward one step. } void GridWindow::handleBack() { std::vector<std::vector<GridCell*> > cells2; if(isRunning); // If it's running, do nothing. else if(backStack.empty()) cout << "EMPTYYY" << endl; else { cells2 = backStack.peek(); for (unsigned int f = 0; f < cells.size(); f++) // Loop through cells' rows. { for (unsigned int g = 0; g < cells.at(f).size(); g++) // Loop through cells columns. { cells[f][g]->setType(cells2[f][g]->getType()); // Set cells[f][g]'s type to cells2[f][g]'s type. } } cout << "PRE=POP" << endl; backStack.pop(); cout << "OYYYY" << endl; } } // Accessor method - Gets the 2D vector of grid cells. std::vector<std::vector<GridCell*> >& GridWindow::getCells() { return this->cells; } /* TimerFired function: 1) 2D-Vector cells2 is declared. 2) cells2 is initliazed with loops/push_backs so that all its cells are DEAD. 3) We loop through cells, and count the number of LIVE neighbors next to a given cell. --> Depending on how many cells are living, we choose if the cell should be LIVE or DEAD in the next simulation, according to the rules. -----> We save the cell type in cell2 at the same indice (the same row and column cell in cells2). 4) After check all the cells (and save the next round values in cells 2), we set cells's gridcells equal to cells2 gridcells. --> This causes the cells to be redrawn with cells2 types (white or black). */ void GridWindow::timerFired() { backStack.push(cells); std::vector<std::vector<GridCell*> > cells2; // Holds new values for 2D vector. These are the next simulation round of cell types. for(unsigned int i = 0; i < cells.size(); i++) // Loop through the rows of cells2. (Same size as cells' rows.) { vector<GridCell*> row; // Creates Gridcell* vector to push_back into cells2. cells2.push_back(row); // Pushes back row vectors into cells2. for(unsigned int j = 0; j < cells[i].size(); j++) // Loop through the columns (the cells in each row). { GridCell *cell = new GridCell(); // Creates new GridCell. cell->setType(DEAD); // Sets cell type to DEAD/white. cells2.at(i).push_back(cell); // Pushes back the DEAD cell into cells2. } // This makes a gridwindow the same size as cells with all DEAD cells. } for (unsigned int m = 0; m < cells.size(); m++) // Loop through cells' rows. { for (unsigned int n = 0; n < cells.at(m).size(); n++) // Loop through cells' columns. { unsigned int neighbors = 0; // Counter for number of LIVE neighbors for a given cell. // We know check all different variations of cells[i][j] to count the number of living neighbors for each cell. // We check m > 0 and/or n > 0 to make sure we don't access negative indexes (ex: cells[-1][0].) // We check m < size to make sure we don't try to access rows out of the vector (ex: row 5, if only 4 rows). // We check n < row size to make sure we don't access column item out of the vector (ex: 10th item in a column of only 9 items). // If we find that the Type = 1 (it is LIVE), then we add 1 to the neighbor. // Else - we add nothing to the neighbor counter. // Neighbor is the number of LIVE cells next to the current cell. if(m > 0 && n > 0) { if (cells[m-1][n-1]->getType() == 1) neighbors += 1; } if(m > 0) { if (cells[m-1][n]->getType() == 1) neighbors += 1; if(n < (cells.at(m).size() - 1)) { if (cells[m-1][n+1]->getType() == 1) neighbors += 1; } } if(n > 0) { if (cells[m][n-1]->getType() == 1) neighbors += 1; if(m < (cells.size() - 1)) { if (cells[m+1][n-1]->getType() == 1) neighbors += 1; } } if(n < (cells.at(m).size() - 1)) { if (cells[m][n+1]->getType() == 1) neighbors += 1; } if(m < (cells.size() - 1)) { if (cells[m+1][n]->getType() == 1) neighbors += 1; } if(m < (cells.size() - 1) && n < (cells.at(m).size() - 1)) { if (cells[m+1][n+1]->getType() == 1) neighbors += 1; } // Done checking number of neighbors for cells[m][n] // Now we change cells2 if it should switch in the next simulation step. // cells2 holds the values of what cells should be on the next iteration of the game. // We can't change cells right now, or it would through off our other cell values. // Apply game rules to cells: Create new, updated grid with the roundtwo vector. // Note - LIVE is 1; DEAD is 0. if (cells[m][n]->getType() == 1 && neighbors < 2) // If cell is LIVE and has less than 2 LIVE neighbors -> Set to DEAD. cells2[m][n]->setType(DEAD); else if (cells[m][n]->getType() == 1 && neighbors > 3) // If cell is LIVE and has more than 3 LIVE neighbors -> Set to DEAD. cells2[m][n]->setType(DEAD); else if (cells[m][n]->getType() == 1 && (neighbors == 2 || neighbors == 3)) // If cell is LIVE and has 2 or 3 LIVE neighbors -> Set to LIVE. cells2[m][n]->setType(LIVE); else if (cells[m][n]->getType() == 0 && neighbors == 3) // If cell is DEAD and has 3 LIVE neighbors -> Set to LIVE. cells2[m][n]->setType(LIVE); } } // Now we've gone through all of cells, and saved the new values in cells2. // Now we loop through cells and set all the cells' types to those of cells2. for (unsigned int f = 0; f < cells.size(); f++) // Loop through cells' rows. { for (unsigned int g = 0; g < cells.at(f).size(); g++) // Loop through cells columns. { cells[f][g]->setType(cells2[f][g]->getType()); // Set cells[f][g]'s type to cells2[f][g]'s type. } } } stack.h - Here's my stack. #ifndef STACK_H_ #define STACK_H_ #include <iostream> #include "node.h" template <typename T> class Stack { private: Node<T>* top; int listSize; public: Stack(); int size() const; bool empty() const; void push(const T& value); void pop(); T& peek() const; }; template <typename T> Stack<T>::Stack() : top(NULL) { listSize = 0; } template <typename T> int Stack<T>::size() const { return listSize; } template <typename T> bool Stack<T>::empty() const { if(listSize == 0) return true; else return false; } template <typename T> void Stack<T>::push(const T& value) { Node<T>* newOne = new Node<T>(value); newOne->next = top; top = newOne; listSize++; } template <typename T> void Stack<T>::pop() { Node<T>* oldT = top; top = top->next; delete oldT; listSize--; } template <typename T> T& Stack<T>::peek() const { return top->data; // Returns data in top item. } #endif gridcell.cpp - Gridcell implementation #include <iostream> #include "gridcell.h" using namespace std; // Constructor: Creates a grid cell. GridCell::GridCell(QWidget *parent) : QFrame(parent) { this->type = DEAD; // Default: Cell is DEAD (white). setFrameStyle(QFrame::Box); // Set the frame style. This is what gives each box its black border. this->button = new QPushButton(this); //Creates button that fills entirety of each grid cell. this->button->setSizePolicy(QSizePolicy::Expanding,QSizePolicy::Expanding); // Expands button to fill space. this->button->setMinimumSize(19,19); //width,height // Min height and width of button. QHBoxLayout *layout = new QHBoxLayout(); //Creates a simple layout to hold our button and add the button to it. layout->addWidget(this->button); setLayout(layout); layout->setStretchFactor(this->button,1); // Lets the buttons expand all the way to the edges of the current frame with no space leftover layout->setContentsMargins(0,0,0,0); layout->setSpacing(0); connect(this->button,SIGNAL(clicked()),this,SLOT(handleClick())); // Connects clicked signal with handleClick slot. redrawCell(); // Calls function to redraw (set new type for) the cell. } // Basic destructor. GridCell::~GridCell() { delete this->button; } // Accessor for the cell type. CellType GridCell::getType() const { return(this->type); } // Mutator for the cell type. Also has the side effect of causing the cell to be redrawn on the GUI. void GridCell::setType(CellType type) { this->type = type; redrawCell(); // Sets type and redraws cell. } // Handler slot for button clicks. This method is called whenever the user clicks on this cell in the grid. void GridCell::handleClick() { // When clicked on... if(this->type == DEAD) // If type is DEAD (white), change to LIVE (black). type = LIVE; else type = DEAD; // If type is LIVE (black), change to DEAD (white). setType(type); // Sets new type (color). setType Calls redrawCell() to recolor. } // Method to check cell type and return the color of that type. Qt::GlobalColor GridCell::getColorForCellType() { switch(this->type) { default: case DEAD: return Qt::white; case LIVE: return Qt::black; } } // Helper method. Forces current cell to be redrawn on the GUI. Called whenever the setType method is invoked. void GridCell::redrawCell() { Qt::GlobalColor gc = getColorForCellType(); //Find out what color this cell should be. this->button->setPalette(QPalette(gc,gc)); //Force the button in the cell to be the proper color. this->button->setAutoFillBackground(true); this->button->setFlat(true); //Force QT to NOT draw the borders on the button } Thanks a lot. Let me know if you need anything else.

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  • Java - strange problem storing text to a String[] and then storing the array to a Vector. Help plea

    - by hatboysam
    OK so for background I've only been using Java for a little more than a week and I am making a basic GUI "Recipe Book" application just to test out some of the techniques I've learned. Currently I'm working on the "Add New Recipe" page that allows the user to make a new recipe by adding ingredients one at a time. The ingredients have 3 attributes: Name, amount, and unit (like cups, oz, etc) that come from two text fields and a combo box respectively. The 3 values are stores as strings to a String array that represents the ingredient, then the arrays are stored in a vector that holds all of the ingredients for one recipe. When an ingredient is added, the user first types in the 3 necessary values into empty boxes/combo box dropdown and then clicks "Add Ingredient". Here is my code for when the button is clicked: public void actionPerformed(ActionEvent event) { Object source = event.getSource(); if (source == addIngredientButton) { //make sure 3 ingredient fields are not blank if (!ingredientNameField.getText().equals("") && !ingredientAmountField.getText().equals("") && !ingredientUnitDropdown.getSelectedItem().equals("")) { tempIngredientsArray[0] = ingredientNameField.getText(); //set ingredient name to first position in array tempIngredientsArray[1] = ingredientAmountField.getText(); //set ingredient amount to second position in array tempIngredientsArray[2] = (String) ingredientUnitDropdown.getSelectedItem(); //set ingredient unit to third position in array int ingredientsVectorSize = tempRecipe.ingredientsVector.size(); tempRecipe.ingredientsVector.add(this.tempIngredientsArray); //why would it matter if this and previous statement were switched for (int k = 0; k < ingredientsVectorSize + 1; k++ ) { liveIngredientsListArea.append("\n" + tempRecipe.makeIngredientSentence(k)); System.out.println(Arrays.toString(tempIngredientsArray)); //shows that tempIngredientsArray gets messed up each time } } Now here's the really strange problem I've been having. The first time the user adds an ingredient everything works fine. The second time, the String[] for that ingredient seems to be duplicated, and the third time it's triplicated. Aka the first time it runs the System.out.println might return "{Sugar, 3, Cups}" and the second time it will return "{Flour, 2, Oz.} {Flour, 2, Oz.}" etc. What's causing this strange problem? All help greatly appreciated, let me know if you need any clarification.

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