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  • Sort a matrix with another matrix

    - by Jacob
    Suppose I have a matrix A and I sort the rows of this matrix. How do I replicate the same ordering on a matrix B (same size of course)? E.g. A = rand(3,4); [val ind] = sort(A,2); B = rand(3,4); %// Reorder the elements of B according the reordering of A This is the best I've come up with m = size(A,1); B = B(bsxfun(@plus,(ind-1)*m,(1:m)')); Out of curiosity, any alternatives?

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  • The bigger value in a matrix row

    - by marionmaiden
    How can I get the 2 biggers numbers of a matrix row? If the matrix have a bigger number in other row, it can't be shown. For example, let's suppose I have the following matrix int mat[][] ={{1,2,3}{4,5,6}{7,8,9}}; if I search the 2 biggers numbers from the row 0, it should return me 1 and 2.

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  • Matrix multiplication using pairs

    - by sc_ray
    Hi, I am looking into alternate ways to do a Matrix Multiplication. Instead of storing my matrix as a two-dimensional array, I am using a vector such as vector<pair<pair<int,int >,int > > to store my matrix. The pair within my pair (pair) stores my indices (i,j) and the other int stores the value for the given (i,j) pair. I thought I might have some luck implementing my sparse array this way. The problem is when I try to multiply this matrix with itself. If this was a 2-d array implementation, I would have multiplied the matrix as follows: for(i=0; i<row1; i++) { for(j=0; j<col1; j++) { C[i][j] = 0; for(k=0; k<col2; k++) C[i][j] += A[i][j] * A[j][k]; } } Can somebody point out a way to achieve the same result using my vector of 'pair of pairs'? Thanks

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  • iPhone Image Processing--matrix convolution

    - by James
    I am implementing a matrix convolution blur on the iPhone. The following code converts the UIImage supplied as an argument of the blur function into a CGImageRef, and then stores the RGBA values in a standard C char array. CGImageRef imageRef = imgRef.CGImage; int width = imgRef.size.width; int height = imgRef.size.height; CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); unsigned char *pixels = malloc((height) * (width) * 4); NSUInteger bytesPerPixel = 4; NSUInteger bytesPerRow = bytesPerPixel * (width); NSUInteger bitsPerComponent = 8; CGContextRef context = CGBitmapContextCreate(pixels, width, height, bitsPerComponent, bytesPerRow, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big); CGContextDrawImage(context, CGRectMake(0, 0, width, height), imageRef); CGContextRelease(context); Then the pixels values stored in the pixels array are convolved, and stored in another array. unsigned char *results = malloc((height) * (width) * 4); Finally, these augmented pixel values are changed back into a CGImageRef, converted to a UIImage, and the returned at the end of the function with the following code. context = CGBitmapContextCreate(results, width, height, bitsPerComponent, bytesPerRow, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big); CGImageRef finalImage = CGBitmapContextCreateImage(context); UIImage *newImage = [UIImage imageWithCGImage:CGBitmapContextCreateImage(context)]; CGImageRelease(finalImage); NSLog(@"edges found"); free(results); free(pixels); CGColorSpaceRelease(colorSpace); return newImage; This works perfectly, once. Then, once the image is put through the filter again, very odd, unprecedented pixel values representing input pixel values that don't exist, are returned. Is there any reason why this should work the first time, but then not afterward? Beneath is the entirety of the function. -(UIImage*) blur:(UIImage*)imgRef { CGImageRef imageRef = imgRef.CGImage; int width = imgRef.size.width; int height = imgRef.size.height; CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); unsigned char *pixels = malloc((height) * (width) * 4); NSUInteger bytesPerPixel = 4; NSUInteger bytesPerRow = bytesPerPixel * (width); NSUInteger bitsPerComponent = 8; CGContextRef context = CGBitmapContextCreate(pixels, width, height, bitsPerComponent, bytesPerRow, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big); CGContextDrawImage(context, CGRectMake(0, 0, width, height), imageRef); CGContextRelease(context); height = imgRef.size.height; width = imgRef.size.width; float matrix[] = {0,0,0,0,1,0,0,0,0}; float divisor = 1; float shift = 0; unsigned char *results = malloc((height) * (width) * 4); for(int y = 1; y < height; y++){ for(int x = 1; x < width; x++){ float red = 0; float green = 0; float blue = 0; int multiplier=1; if(y>0 && x>0){ int index = (y-1)*width + x; red = matrix[0]*multiplier*(float)pixels[4*(index-1)] + matrix[1]*multiplier*(float)pixels[4*(index)] + matrix[2]*multiplier*(float)pixels[4*(index+1)]; green = matrix[0]*multiplier*(float)pixels[4*(index-1)+1] + matrix[1]*multiplier*(float)pixels[4*(index)+1] + matrix[2]*multiplier*(float)pixels[4*(index+1)+1]; blue = matrix[0]*multiplier*(float)pixels[4*(index-1)+2] + matrix[1]*multiplier*(float)pixels[4*(index)+2] + matrix[2]*multiplier*(float)pixels[4*(index+1)+2]; index = (y)*width + x; red = red+ matrix[3]*multiplier*(float)pixels[4*(index-1)] + matrix[4]*multiplier*(float)pixels[4*(index)] + matrix[5]*multiplier*(float)pixels[4*(index+1)]; green = green + matrix[3]*multiplier*(float)pixels[4*(index-1)+1] + matrix[4]*multiplier*(float)pixels[4*(index)+1] + matrix[5]*multiplier*(float)pixels[4*(index+1)+1]; blue = blue + matrix[3]*multiplier*(float)pixels[4*(index-1)+2] + matrix[4]*multiplier*(float)pixels[4*(index)+2] + matrix[5]*multiplier*(float)pixels[4*(index+1)+2]; index = (y+1)*width + x; red = red+ matrix[6]*multiplier*(float)pixels[4*(index-1)] + matrix[7]*multiplier*(float)pixels[4*(index)] + matrix[8]*multiplier*(float)pixels[4*(index+1)]; green = green + matrix[6]*multiplier*(float)pixels[4*(index-1)+1] + matrix[7]*multiplier*(float)pixels[4*(index)+1] + matrix[8]*multiplier*(float)pixels[4*(index+1)+1]; blue = blue + matrix[6]*multiplier*(float)pixels[4*(index-1)+2] + matrix[7]*multiplier*(float)pixels[4*(index)+2] + matrix[8]*multiplier*(float)pixels[4*(index+1)+2]; red = red/divisor+shift; green = green/divisor+shift; blue = blue/divisor+shift; if(red<0){ red=0; } if(green<0){ green=0; } if(blue<0){ blue=0; } if(red>255){ red=255; } if(green>255){ green=255; } if(blue>255){ blue=255; } int realPos = 4*(y*imgRef.size.width + x); results[realPos] = red; results[realPos + 1] = green; results[realPos + 2] = blue; results[realPos + 3] = 1; }else { int realPos = 4*((y)*(imgRef.size.width) + (x)); results[realPos] = 0; results[realPos + 1] = 0; results[realPos + 2] = 0; results[realPos + 3] = 1; } } } context = CGBitmapContextCreate(results, width, height, bitsPerComponent, bytesPerRow, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big); CGImageRef finalImage = CGBitmapContextCreateImage(context); UIImage *newImage = [UIImage imageWithCGImage:CGBitmapContextCreateImage(context)]; CGImageRelease(finalImage); free(results); free(pixels); CGColorSpaceRelease(colorSpace); return newImage;} THANKS!!!

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  • Recover Intel Matrix Raid Configuration

    - by Catalin DICU
    Hello, I had 2 HDDs in Intel Matrix Raid configuration on a motherboard with intel ICH9R. I had some RAID 0 partitions and one RAID 1 partition. Somehow when replacing my videocard I partially unpulugged the power connector from one of the HDD. I booted and only one disk was showing. So I turned off the PC and correctly plugged the power connector and how both HDDs are showing as "Non-Raid Disk" Is there a way to restore the raid configuration from before ? In fact I don't really remember how my partitions where configured, I had 2x100Gb + 1x296Gb in RAID 0 and one 50Gb in RAID 1 (using 2x320Gb HDDs) but I'm not sure how many volumes and how the partitions where allocated on the volumes. Is there a tool to find that ? Thanks

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  • Obtaining a world point from a screen point with an orthographic projection

    - by vargonian
    I assumed this was a straightforward problem but it has been plaguing me for days. I am creating a 2D game with an orthographic camera. I am using a 3D camera rather than just hacking it because I want to support rotating, panning, and zooming. Unfortunately the math overwhelms me when I'm trying to figure out how to determine if a clicked point intersects a bounds (let's say rectangular) in the game. I was under the impression that I could simply transform the screen point (the clicked point) by the inverse of the camera's View * Projection matrix to obtain the world coordinates of the clicked point. Unfortunately this is not the case at all; I get some point that seems to be in some completely different coordinate system. So then as a sanity check I tried taking an arbitrary world point and transforming it by the camera's View*Projection matrices. Surely this should get me the corresponding screen point, but even that didn't work, and it is quickly shattering any illusion I had that I understood 3D coordinate systems and the math involved. So, if I could form this into a question: How would I use my camera's state information (view and projection matrices, for instance) to transform a world point to a screen point, and vice versa? I hope the problem will be simpler since I'm using an orthographic camera and can make several assumptions from that. I very much appreciate any help. If it makes a difference, I'm using XNA Game Studio.

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  • Retrieving model position after applying modeltransforms in XNA

    - by Glen Dekker
    For this method that the goingBeyond XNA tutorial provides, it would be really convenient if I could retrieve the new position of the model after I apply all the transforms to the mesh. I have edited the method a little for what I need. Does anyone know a way I can do this? public void DrawModel( Camera camera ) { Matrix scaleY = Matrix.CreateScale(new Vector3(1, 2, 1)); Matrix temp = Matrix.CreateScale(100f) * scaleY * rotationMatrix * translationMatrix * Matrix.CreateRotationY(MathHelper.Pi / 6) * translationMatrix2; Matrix[] modelTransforms = new Matrix[model.Bones.Count]; model.CopyAbsoluteBoneTransformsTo(modelTransforms); if (camera.getDistanceFromPlayer(position+position1) > 3000) return; foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.World = modelTransforms[mesh.ParentBone.Index] * temp * worldMatrix; effect.View = camera.viewMatrix; effect.Projection = camera.projectionMatrix; } mesh.Draw(); } }

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  • How to derive euler angles from matrix or quaternion?

    - by KlashnikovKid
    Currently working on steering behavior for my AI and just hit a little mathematical bump. I'm in the process of writing an align function, which basically tries to match the agent's orientation with a target orientation. I've got a good source material for implementing this behavior but it uses euler angles to calculate the rotational delta, acceleration, and so on. This is nice, however I store orientation as a quaternion and the math library I'm using doesn't provide any functionality for deriving the euler angles. But if it helps I also have rotational matrices at my disposal too. What would be the best way to decompose the quaternion or rotational matrix to get the euler information? I found one source for decomposing the matrix, but I'm not quite getting the correct results. I'm thinking it may be a difference of column/row ordering of my matrices but then again, math isn't my strong point. http://nghiaho.com/?page_id=846

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  • How do I build a matrix to translate one set of points to another?

    - by dotminic
    I've got 3 points in space that define a triangle. I've also got a vertex buffer made up of three vertices, that also represent a triangle that I will refer to as a "model". How can I can I find the matrix M that will transform vertex in my buffer to those 3 points in space ? For example, let's say my three points A, B, C are at locations: A.x = 10, A.y = 16, A.z = 8 B.x = 12, B.y = 11, B.z = 1 C.x = 19, C.y = 12, C.z = 3 given these coordinates how can I build a matrix that will translate and rotate my model such that both triangles have the exact same world space ? That is, I want the first vertex in my triangle model to have the same coordinates as A, the second to have the same coordinates as B, and same goes for C. nb: I'm using instanced rendering so I can't just give each vertex the same position as my 3 points. I have a set of three points defining a triangle, and only three vertices in my vertex buffer.

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  • How to fill in Different String Values in Different Cells in Excel 2007 VBA marcos

    - by user325160
    Hello everyone, So I am trying to fill in Values "A-Z, 0-9" in a 2007 excel macro in four different locations (I am trying to put A-Z and 0-9 in cells: a1 to d9, e1 to h9, a10 to d18, and e10 to h18). So far I have the code: Sub TwoDArrays() Dim Matrix(9, 4) As Variant Dim Matrix2(9, 4) As Variant Dim Matrix3(9, 4) As Variant Dim Matrix4(9, 4) As Variant Matrix(1, 1) = "A" Matrix(1, 2) = "B" Matrix(1, 3) = "C" Matrix(1, 4) = "D" Matrix(2, 1) = "E" Matrix(2, 2) = "F" Matrix(2, 3) = "G" Matrix(2, 4) = "H" Matrix(3, 1) = "I" Matrix(3, 2) = "J" Matrix(3, 3) = "K" Matrix(3, 4) = "L" Matrix(4, 1) = "M" Matrix(4, 2) = "N" Matrix(4, 3) = "O" Matrix(4, 4) = "P" Matrix(5, 1) = "Q" Matrix(5, 2) = "R" Matrix(5, 3) = "S" Matrix(5, 4) = "T" Matrix(6, 1) = "U" Matrix(6, 2) = "V" Matrix(6, 3) = "W" Matrix(6, 4) = "X" Matrix(7, 1) = "Y" Matrix(7, 2) = "Z" Matrix(7, 3) = "0" Matrix(7, 4) = "1" Matrix(8, 1) = "2" Matrix(8, 2) = "3" Matrix(8, 3) = "4" Matrix(8, 4) = "5" Matrix(9, 1) = "6" Matrix(9, 2) = "7" Matrix(9, 3) = "8" Matrix(9, 4) = "9" Matrix2(1, 1) = "A" Matrix2(1, 2) = "B" Matrix2(1, 3) = "C" Matrix2(1, 4) = "D" Matrix2(2, 1) = "E" Matrix2(2, 2) = "F" Matrix2(2, 3) = "G" Matrix2(2, 4) = "H" Matrix2(3, 1) = "I" Matrix2(3, 2) = "J" Matrix2(3, 3) = "K" Matrix2(3, 4) = "L" Matrix2(4, 1) = "M" Matrix2(4, 2) = "N" Matrix2(4, 3) = "O" Matrix2(4, 4) = "P" Matrix2(5, 1) = "Q" Matrix2(5, 2) = "R" Matrix2(5, 3) = "S" Matrix2(5, 4) = "T" Matrix2(6, 1) = "U" Matrix2(6, 2) = "V" Matrix2(6, 3) = "W" Matrix2(6, 4) = "X" Matrix2(7, 1) = "Y" Matrix2(7, 2) = "Z" Matrix2(7, 3) = "0" Matrix2(7, 4) = "1" Matrix2(8, 1) = "2" Matrix2(8, 2) = "3" Matrix2(8, 3) = "4" Matrix2(8, 4) = "5" Matrix2(9, 1) = "6" Matrix2(9, 2) = "7" Matrix2(9, 3) = "8" Matrix2(9, 4) = "9" Matrix3(1, 1) = "A" Matrix3(1, 2) = "B" Matrix3(1, 3) = "C" Matrix3(1, 4) = "D" Matrix3(2, 1) = "E" Matrix3(2, 2) = "F" Matrix3(2, 3) = "G" Matrix3(2, 4) = "H" Matrix3(3, 1) = "I" Matrix3(3, 2) = "J" Matrix3(3, 3) = "K" Matrix3(3, 4) = "L" Matrix3(4, 1) = "M" Matrix3(4, 2) = "N" Matrix3(4, 3) = "O" Matrix3(4, 4) = "P" Matrix3(5, 1) = "Q" Matrix3(5, 2) = "R" Matrix3(5, 3) = "S" Matrix3(5, 4) = "T" Matrix3(6, 1) = "U" Matrix3(6, 2) = "V" Matrix3(6, 3) = "W" Matrix3(6, 4) = "X" Matrix3(7, 1) = "Y" Matrix3(7, 2) = "Z" Matrix3(7, 3) = "0" Matrix3(7, 4) = "1" Matrix3(8, 1) = "2" Matrix3(8, 2) = "3" Matrix3(8, 3) = "4" Matrix3(8, 4) = "5" Matrix3(9, 1) = "6" Matrix3(9, 2) = "7" Matrix3(9, 3) = "8" Matrix3(9, 4) = "9" Matrix4(1, 1) = "A" Matrix4(1, 2) = "B" Matrix4(1, 3) = "C" Matrix4(1, 4) = "D" Matrix4(2, 1) = "E" Matrix4(2, 2) = "F" Matrix4(2, 3) = "G" Matrix4(2, 4) = "H" Matrix4(3, 1) = "I" Matrix4(3, 2) = "J" Matrix4(3, 3) = "K" Matrix4(3, 4) = "L" Matrix4(4, 1) = "M" Matrix4(4, 2) = "N" Matrix4(4, 3) = "O" Matrix4(4, 4) = "P" Matrix4(5, 1) = "Q" Matrix4(5, 2) = "R" Matrix4(5, 3) = "S" Matrix4(5, 4) = "T" Matrix4(6, 1) = "U" Matrix4(6, 2) = "V" Matrix4(6, 3) = "W" Matrix4(6, 4) = "X" Matrix4(7, 1) = "Y" Matrix4(7, 2) = "Z" Matrix4(7, 3) = "0" Matrix4(7, 4) = "1" Matrix4(8, 1) = "2" Matrix4(8, 2) = "3" Matrix4(8, 3) = "4" Matrix4(8, 4) = "5" Matrix4(9, 1) = "6" Matrix4(9, 2) = "7" Matrix4(9, 3) = "8" Matrix4(9, 4) = "9" For i = 1 To 9 For j = 1 To 4 Cells(i, j) = Matrix(i, j) Next j Next i 'For i = 1 To 9 'For j = 1 To 4 ' Range("a1:d1", "a1:a10").Value = Matrix(i, j) 'Application.WorksheetFunction.Transpose (Matrix) 'Next j 'Next i End Sub However, at the top for loop where it does not use the Range function with the cells, I can only do this for cells a1:d9 (a1 to d9) and if I use the second for loop with the range, get the value 9 appearing in every cell from a1 to d9. So is there a way to make it so that I can get the values A-Z and 0-9 in the other cells I specified above? Thank you.

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  • Windows 2008 Terminal Services "Easy Print" and Matrix Printers

    - by Cesar87
    Server: Windows 2008 Server Standard SP2 with "Terminal Services" role Clients: Windows XP SP3 + .NET 3.5 Framework SP1 + Remote Desktop Client 7.0 We are using "Easy Print" feature which allows programs running on server to "see" printers installed on client machines. Everything works fine, EXCEPT when we send a text-only output to a dot-matrix printer. In this case, the printer only outputs a blank page. At first, we had problems with the error "Windows Presentation Foundation Terminal Server Print W has encountered a problem and needs to close." but this was fixed by replacing TsWpfWrp.exe with the one from Vista SP1 as suggested here. But now, we only get a blank page! Every other (graphical) document we sent to printer works 100%. We also tried to use the "Generic text-only" driver, but the result is same. Now we are trying to change parameters like print processor on "advanced" tab from printer driver to see if something happen. But this is just guessing and we really don't know what to try anymore. The problem appears to be on Easy Print driver, but we found almost no resources about it. Any tips are welcome.

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  • XNA 4.0: 2D Camera Y and X are going in wrong direction

    - by Setheron
    I asked this question on stackoverflow but assumed this might be a better area to ask it as well for a more informed answer. My problem is that I am trying to create a camera class and have it so that my camera follows the proper RHS, however the Y axis seems to be inverted since on the screen the 0 starts at the top. Here is my Camera2D Class: class Camera2D { private Vector2 _position; private float _zoom; private float _rotation; private float _cameraSpeed; private Viewport _viewport; private Matrix _viewMatrix; private Matrix _viewMatrixIverse; public static float MinZoom = float.Epsilon; public static float MaxZoom = float.MaxValue; public Camera2D(Viewport viewport) { _viewMatrix = Matrix.Identity; _viewport = viewport; _cameraSpeed = 4.0f; _zoom = 1.0f; _rotation = 0.0f; _position = Vector2.Zero; } public void Move(Vector2 amount) { _position += amount; } public void Zoom(float amount) { _zoom += amount; _zoom = MathHelper.Clamp(_zoom, MaxZoom, MinZoom); UpdateViewTransform(); } public Vector2 Position { get { return _position; } set { _position = value; UpdateViewTransform(); } } public Matrix ViewMatrix { get { return _viewMatrix; } } private void UpdateViewTransform() { Matrix proj = Matrix.CreateTranslation(new Vector3(_viewport.Width * 0.5f, _viewport.Height * 0.5f, 0)) * Matrix.CreateScale(new Vector3(1f, 1f, 1f)); _viewMatrix = Matrix.CreateRotationZ(_rotation) * Matrix.CreateScale(new Vector3(_zoom, _zoom, 1.0f)) * Matrix.CreateTranslation(_position.X, _position.Y, 0.0f); _viewMatrix = proj * _viewMatrix; } } I test it using SpriteBatch in the following way: protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); Vector2 position = new Vector2(0, 0); // TODO: Add your drawing code here spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, null, null, null, null, camera.ViewMatrix); Texture2D circle = CreateCircle(100); spriteBatch.Draw(circle, position, Color.Red); spriteBatch.End(); base.Draw(gameTime); }

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  • How can I transform a Point2f with a matrix on Android?

    - by Vivendi
    I'm developing for Android and I'm using the android.renderscript.Matrix3f class to do some calculations. What I need to do now is to now is to do something like mat.tranform(pointIn, pointOut); So I need to transform a matrix by a given Point class. In awt I would simply do this: AffineTransform t = new AffineTransform(); Point2D.Float p = new Point2D.Float(); t.transform( p, p ); But in Android I now have this: Matrix3f t = new Matrix3f(); PointF p = new PointF(); // Now I need to tranform it somehow.. But the Matrix3f class in Android doesn't have a Matrix.transform(Point2D ptSrc, Point2D ptDst) method. So I guess I have to do the transformation manually. But I'm not really sure how that works. From what I've seen it's something like a translate and then a rotate? Could anyone please tell me how to do this in code?

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  • Performance of Java matrix math libraries?

    - by dfrankow
    We are computing something whose runtime is bound by matrix operations. (Some details below if interested.) This experience prompted the following question: Do folk have experience with the performance of Java libraries for matrix math (e.g., multiply, inverse, etc.)? For example: JAMA: http://math.nist.gov/javanumerics/jama/ COLT: http://acs.lbl.gov/~hoschek/colt/ Apache commons math: http://commons.apache.org/math/ I searched and found nothing. Details of our speed comparison: We are using Intel FORTRAN (ifort (IFORT) 10.1 20070913). We have reimplemented it in Java (1.6) using Apache commons math 1.2 matrix ops, and it agrees to all of its digits of accuracy. (We have reasons for wanting it in Java.) (Java doubles, Fortran real*8). Fortran: 6 minutes, Java 33 minutes, same machine. jvisualm profiling shows much time spent in RealMatrixImpl.{getEntry,isValidCoordinate} (which appear to be gone in unreleased Apache commons math 2.0, but 2.0 is no faster). Fortran is using Atlas BLAS routines (dpotrf, etc.). Obviously this could depend on our code in each language, but we believe most of the time is in equivalent matrix operations. In several other computations that do not involve libraries, Java has not been much slower, and sometimes much faster.

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  • reformatting a matrix in matlab with nan values

    - by Kate
    This post follows a previous question regarding the restructuring of a matrix: re-formatting a matrix in matlab An additional problem I face is demonstrated by the following example: depth = [0:1:20]'; data = rand(1,length(depth))'; d = [depth,data]; d = [d;d(1:20,:);d]; Here I would like to alter this matrix so that each column represents a specific depth and each row represents time, so eventually I will have 3 rows (i.e. days) and 21 columns (i.e. measurement at each depth). However, we cannot reshape this because the number of measurements for a given day are not the same i.e. some are missing. This is known by: dd = sortrows(d,1); for i = 1:length(depth); e(i) = length(dd(dd(:,1)==depth(i),:)); end From 'e' we find that the number of depth is different for different days. How could I insert a nan into the matrix so that each day has the same depth values? I could find the unique depths first by: unique(d(:,1)) From this, if a depth (from unique) is missing for a given day I would like to insert the depth to the correct position and insert a nan into the respective location in the column of data. How can this be achieved?

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  • Shadow mapping with deffered shading for directional lights - shadow map projection problem

    - by Harry
    I'm trying to implement shadow mapping to my engine. I started with directional lights because they seemed to be the easiest one, but I was wrong :) I have implemented deferred shading and I retrieve position from depth. I think that there is the biggest problem but code looks ok for me. Now more about problem: Shadow map projected onto meshes looks bad scaled and translated and also some informations from shadow map texture aren't visible. You can see it on this screen: http://img5.imageshack.us/img5/2254/93dn.png Yelow frustum is light frustum and I have mixed shadow map preview and actual scene. As you can see shadows are in wrong place and shadow of cone and sphere aren't visible. Could you look at my codes and tell me where I have a mistake? // create shadow map if(!_shd)glGenTextures(1, &_shd); glBindTexture(GL_TEXTURE_2D, _shd); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 1024, 1024, 0, GL_DEPTH_COMPONENT, GL_FLOAT,NULL); // shadow map size glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, _shd, 0); glDrawBuffer(GL_NONE); // setting camera Vector dire=Vector(0,0,1); ACamera.setLookAt(dire,Vector(0)); ACamera.setPerspectiveView(60.0f,1,0.1f,10.0f); // currently needed for proper frustum corners calculation Vector min(ACamera._point[0]),max(ACamera._point[0]); for(int i=0;i<8;i++){ max=Max(max,ACamera._point[i]); min=Min(min,ACamera._point[i]); } ACamera.setOrthogonalView(min.x,max.x,min.y,max.y,-max.z,-min.z); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _s_buffer); // framebuffer for shadow map // rendering to depth buffer glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _g_buffer); Shaders["DirLight"].set(true); Matrix4 bias; bias.x.set(0.5,0.0,0.0,0.0); bias.y.set(0.0,0.5,0.0,0.0); bias.z.set(0.0,0.0,0.5,0.0); bias.w.set(0.5,0.5,0.5,1.0); Shaders["DirLight"].set("textureMatrix",ACamera.matrix*Projection3D*bias); // order of multiplications are 100% correct, everything gives mi the same result as using glm glActiveTexture(GL_TEXTURE5); glBindTexture(GL_TEXTURE_2D,_shd); lightDir(dir); // light calculations Vertex Shader makes nothing related to shadow calculatons Pixel shader function which calculates if pixel is in shadow or not: float readShadowMap(vec3 eyeDir) { // retrieve depth of pixel float z = texture2D(depth, gl_FragCoord.xy/screen).z; vec3 pos = vec3(gl_FragCoord.xy/screen, z); // transform by the projection and view inverse vec4 worldSpace = inverse(View)*inverse(ProjectionMatrix)*vec4(pos*2-1,1); worldSpace /= worldSpace.w; vec4 coord=textureMatrix*worldSpace; float vis=1.0f; if(texture2D(shadow, coord.xy).z < coord.z-0.001)vis=0.2f; return vis; } I also have question about shadows specifically for directional light. Currently I always look at 0,0,0 position and in further implementation I have to move light frustum along to camera frustum. I've found how to do this here: http://www.gamedev.net/topic/505893-orthographic-projection-for-shadow-mapping/ but it doesn't give me what I want. Maybe because of problems mentioned above, but I want know your opinion. EDIT: vec4 worldSpace is position read from depht of the scene (not shadow map). Maybe I wasn't precise so I'll try quick explain what is what: View is camera view matrix, ProjectionMatrix is camera projection,. First I try to get world space position from depth map and then multiply it by textureMatrix which is light view *light projection*bias. Rest of code is the same as in many tutorials. I can't use vertex shader to make something like gl_Position=textureMatrix*gl_Vertex and get it interpolated in fragment shader because of deffered rendering use so I want get it from depht buffer. EDIT2: I also tried make it as in Coding Labs tutorial about Shadow Mapping with Deferred Rendering but unfortunately this either works wrong.

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  • How is the gimbal locked problem solved using accumulative matrix transformations

    - by Luke San Antonio
    I am reading the online "Learning Modern 3D Graphics Programming" book by Jason L. McKesson As of now, I am up to the gimbal lock problem and how to solve it using quaternions. However right here, at the Quaternions page. Part of the problem is that we are trying to store an orientation as a series of 3 accumulated axial rotations. Orientations are orientations, not rotations. And orientations are certainly not a series of rotations. So we need to treat the orientation of the ship as an orientation, as a specific quantity. I guess this is the first spot I start to get confused, the reason is because I don't see the dramatic difference between orientations and rotations. I also don't understand why an orientation cannot be represented by a series of rotations... Also: The first thought towards this end would be to keep the orientation as a matrix. When the time comes to modify the orientation, we simply apply a transformation to this matrix, storing the result as the new current orientation. This means that every yaw, pitch, and roll applied to the current orientation will be relative to that current orientation. Which is precisely what we need. If the user applies a positive yaw, you want that yaw to rotate them relative to where they are current pointing, not relative to some fixed coordinate system. The concept, I understand, however I don't understand how if accumulating matrix transformations is a solution to this problem, how the code given in the previous page isn't just that. Here's the code: void display() { glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClearDepth(1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glutil::MatrixStack currMatrix; currMatrix.Translate(glm::vec3(0.0f, 0.0f, -200.0f)); currMatrix.RotateX(g_angles.fAngleX); DrawGimbal(currMatrix, GIMBAL_X_AXIS, glm::vec4(0.4f, 0.4f, 1.0f, 1.0f)); currMatrix.RotateY(g_angles.fAngleY); DrawGimbal(currMatrix, GIMBAL_Y_AXIS, glm::vec4(0.0f, 1.0f, 0.0f, 1.0f)); currMatrix.RotateZ(g_angles.fAngleZ); DrawGimbal(currMatrix, GIMBAL_Z_AXIS, glm::vec4(1.0f, 0.3f, 0.3f, 1.0f)); glUseProgram(theProgram); currMatrix.Scale(3.0, 3.0, 3.0); currMatrix.RotateX(-90); //Set the base color for this object. glUniform4f(baseColorUnif, 1.0, 1.0, 1.0, 1.0); glUniformMatrix4fv(modelToCameraMatrixUnif, 1, GL_FALSE, glm::value_ptr(currMatrix.Top())); g_pObject->Render("tint"); glUseProgram(0); glutSwapBuffers(); } To my understanding, isn't what he is doing (modifying a matrix on a stack) considered accumulating matrices, since the author combined all the individual rotation transformations into one matrix which is being stored on the top of the stack. My understanding of a matrix is that they are used to take a point which is relative to an origin (let's say... the model), and make it relative to another origin (the camera). I'm pretty sure this is a safe definition, however I feel like there is something missing which is blocking me from understanding this gimbal lock problem. One thing that doesn't make sense to me is: If a matrix determines the difference relative between two "spaces," how come a rotation around the Y axis for, let's say, roll, doesn't put the point in "roll space" which can then be transformed once again in relation to this roll... In other words shouldn't any further transformations to this point be in relation to this new "roll space" and therefore not have the rotation be relative to the previous "model space" which is causing the gimbal lock. That's why gimbal lock occurs right? It's because we are rotating the object around set X, Y, and Z axes rather than rotating the object around it's own, relative axes. Or am I wrong? Since apparently this code I linked in isn't an accumulation of matrix transformations can you please give an example of a solution using this method. So in summary: What is the difference between a rotation and an orientation? Why is the code linked in not an example of accumulation of matrix transformations? What is the real, specific purpose of a matrix, if I had it wrong? How could a solution to the gimbal lock problem be implemented using accumulation of matrix transformations? Also, as a bonus: Why are the transformations after the rotation still relative to "model space?" Another bonus: Am I wrong in the assumption that after a transformation, further transformations will occur relative to the current? Also, if it wasn't implied, I am using OpenGL, GLSL, C++, and GLM, so examples and explanations in terms of these are greatly appreciated, if not necessary. The more the detail the better! Thanks in advance...

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  • best way to get a vector from sparse matrix

    - by niko
    Hi, I have a m x n matrix where each row consists of zeros and same values for each row. an example would be: M = -0.6 1.8 -2.3 0 0 0; 0 0 0 3.4 -3.8 -4.3; -0.6 0 0 3.4 0 0 In this example the first column consists of 0s and -0.6, second 0 and 1.8, third -2.3 and so on. In such case I would like to reduce m to 1 (get a vector from a given matrix) so in this example a vector would be (-0.6 1.8 -2.3 3.4 -3.8 -4.3) Does anyone know what is the best way to get a vector from such matrix? Thank you!

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  • Fast 4x4 matrix multiplication in Java with NIO float buffers

    - by kayahr
    I know there are LOT of questions like that but I can't find one specific to my situation. I have 4x4 matrices implemented as NIO float buffers (These matrices are used for OpenGL). Now I want to implement a multiply method which multiplies Matrix A with Matrix B and stores the result in Matrix C. So the code may look like this: class Matrix4f { private FloatBuffer buffer = FloatBuffer.allocate(16); public Matrix4f multiply(Matrix4f matrix2, Matrix4f result) { {{{result = this * matrix2}}} <-- I need this code return result; } } What is the fastest possible code to do this multiplication? Some OpenGL implementations (Like the OpenGL ES stuff in Android) provide native code for this but others doesn't. So I want to provide a generic multiplication method for these implementations.

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  • Creating matrix of maximum values indices in MATLAB

    - by Gacek
    Using MATLAB, I have an array of values of size 8 rows x N columns. I need to create a matrix of the same size, that counts maximum values in each column and puts 1 in the cell that contains maximum value, and 0 elsewhere. A little example. Lets assume we have an array of values D: D = 0.0088358 0.0040346 0.40276 0.0053221 0.017503 0.011966 0.015095 0.017383 0.14337 0.38608 0.16509 0.15763 0.27546 0.25433 0.2764 0.28442 0.01629 0.0060465 0.0082339 0.0099775 0.034521 0.01196 0.016289 0.021012 0.12632 0.13339 0.11113 0.10288 0.3777 0.19219 0.005005 0.40137 Then, the output matrix for such matrix D would be: 0 0 1 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 1 Is there a way to do it without catching vector of indices from max function and then putting ones in the right place using for loop?

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  • dojo.gfx matrix transformation

    - by Linus
    Matrix transformations has got my head spinning. I've got a dojox.gfx.group which I want to be draggable with Mover and then be able to rotate it around a certain point on the surface. My basic code looks like this: this.m = dojox.gfx.matrix, . . . updateMatrix: function(){ var mtx = this.group._getRealMatrix(); var trans_m = this.m.translate(mtx.dx, mtx.dy); this.group.setTransform([this.m.rotateAt(this.rotation, 0, 0), trans_m]); } The rotation point is at (0,0) just to keep things simple. I don't seem to understand how the group is being rotated. Any reference to simplistic tutorial on matrix transformations would also help. The ones I've checked out haven't help too much.

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  • Basic C++ code for multiplication of 2 matrix or vectors (C++ beginner)

    - by Ice
    I am a new C++ user and I am also doing a major in Maths so thought I would try implement a simple calculator. I got some code off the internet and now I just need help to multiply elements of 2 matrices or vectors. Matrixf multiply(Matrixf const& left, Matrixf const& right) { // error check if (left.ncols() != right.nrows()) { throw std::runtime_error("Unable to multiply: matrix dimensions not agree."); } /* I have all the other part of the code for matrix*/ /** Now I am not sure how to implement multiplication of vector or matrix.**/ Matrixf ret(1, 1); return ret; }

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  • How to write a XSLT for this XML?

    - by atrueguy
    <?xml version="1.0" encoding="utf-8"?> <!-- Generator: Adobe Illustrator 14.0.0, SVG Export Plug-In . SVG Version: 6.00 Build 43363) --> <!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.1//EN" "http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd"> <svg version="1.1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" x="0px" y="0px" width="612px" height="792px" viewBox="0 0 612 792" enable-background="new 0 0 612 792" xml:space="preserve"> <g id="Original_Text"> <line x1="92.676" y1="500.913" x2="92.676" y2="500.262"/> <line x1="15.208" y1="500.913" x2="15.208" y2="500.262"/> <line x1="92.676" y1="500.262" x2="92.676" y2="500.913"/> <line x1="15.208" y1="510.329" x2="15.208" y2="509.678"/> <line x1="92.676" y1="500.913" x2="92.676" y2="500.262"/> <rect x="15.208" y="574.678" display="none" width="77.468" height="0.651"/> <text transform="matrix(1 0 0 1 258.6782 28.9111)"><tspan x="0" y="0" font-family="'ArialMT'" font-size="8.4629">Bartlet</tspan><tspan x="24.459" y="0" font-family="'ArialMT'" font-size="8.4629">t</tspan><tspan x="26.895" y="0" font-family="'ArialMT'" 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font-family="'ArialMT'" font-size="7.1609">Consolidate</tspan><tspan x="37.818" y="0" font-family="'ArialMT'" font-size="7.1609">d</tspan><tspan x="41.901" y="0" font-family="'ArialMT'" font-size="7.1609"> </tspan><tspan x="44.105" y="0" font-family="'ArialMT'" font-size="7.1609">Weekl</tspan><tspan x="64.001" y="0" font-family="'ArialMT'" font-size="7.1609">y</tspan><tspan x="67.975" y="0" font-family="'ArialMT'" font-size="7.1609"> </tspan><tspan x="70.18" y="0" font-family="'ArialMT'" font-size="7.1609">Sales</tspan><tspan x="88.092" y="0" font-family="'ArialMT'" font-size="7.1609"> </tspan><tspan x="90.297" y="0" font-family="'ArialMT'" font-size="7.1609">Report</tspan></text> <text transform="matrix(1 0 0 1 522.9775 49.3267)"><tspan x="0" y="0" fill="#0000FF" font-family="'ArialMT'" font-size="7.1609">Stor</tspan><tspan x="13.133" y="0" fill="#0000FF" font-family="'ArialMT'" font-size="7.1609">e</tspan><tspan x="17.566" y="0" fill="#0000FF" font-family="'ArialMT'" font-size="7.1609"> </tspan><tspan x="19.527" y="0" fill="#0000FF" font-family="'ArialMT'" font-size="7.1609">Finder</tspan></text> <line fill="none" stroke="#0000FF" stroke-width="0.651" stroke-miterlimit="10" x1="521.98" y1="49.978" x2="562.341" y2="49.978"/> <text transform="matrix(1 0 0 1 282.7881 49.9775)"><tspan x="0" y="0" font-family="'ArialMT'" font-size="7.1609">P</tspan><tspan x="4.776" y="0" font-family="'ArialMT'" font-size="7.1609">D</tspan><tspan x="10.27" y="0" font-family="'ArialMT'" font-size="7.1609"> </tspan><tspan x="12.475" y="0" font-family="'ArialMT'" font-size="7.1609"> / </tspan></text> <text transform="matrix(1 0 0 1 123.5044 60.8589)"><tspan x="0" y="0" font-family="'ArialMT'" font-size="7.1609">Wee</tspan><tspan x="14.724" y="0" font-family="'ArialMT'" font-size="7.1609">k</tspan><tspan x="18.949" y="0" font-family="'ArialMT'" font-size="7.1609"> </tspan><tspan x="21.153" y="0" font-family="'ArialMT'" font-size="7.1609">1</tspan></text> <text 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transform="matrix(1 0 0 1 506.0508 72.6265)" font-family="'ArialMT'" font-size="7.1609">%</text> <text transform="matrix(1 0 0 1 546.4092 72.6265)" font-family="'ArialMT'" font-size="7.1609">$</text> <text transform="matrix(1 0 0 1 584.1689 72.6265)" font-family="'ArialMT'" font-size="7.1609">%</text> <text transform="matrix(1 0 0 1 15.1997 83.394)"><tspan x="0" y="0" font-family="'ArialMT'" font-size="7.1609">Ne</tspan><tspan x="9.154" y="0" font-family="'ArialMT'" font-size="7.1609">t</tspan><tspan x="11.716" y="0" font-family="'ArialMT'" font-size="7.1609"> </tspan><tspan x="13.677" y="0" font-family="'ArialMT'" font-size="7.1609">-</tspan><tspan x="16.277" y="0" font-family="'ArialMT'" font-size="7.1609"> </tspan><tspan x="18.237" y="0" font-family="'ArialMT'" font-size="7.1609">KFC</tspan></text> <text transform="matrix(1 0 0 1 15.1997 94.1616)"><tspan x="0" y="0" font-family="'ArialMT'" font-size="7.1609">Ne</tspan><tspan x="9.154" y="0" font-family="'ArialMT'" font-size="7.1609">t</tspan><tspan x="11.716" y="0" font-family="'ArialMT'" font-size="7.1609"> </tspan><tspan x="13.677" y="0" font-family="'ArialMT'" font-size="7.1609">-</tspan><tspan x="16.277" y="0" font-family="'ArialMT'" font-size="7.1609"> </tspan><tspan x="18.237" y="0" font-family="'ArialMT'" font-size="7.1609">A&amp;W</tspan></text> <text transform="matrix(1 0 0 1 15.1997 104.9287)"><tspan x="0" y="0" font-family="'ArialMT'" font-size="7.1609">Ne</tspan><tspan x="9.154" y="0" font-family="'ArialMT'" font-size="7.1609">t</tspan><tspan x="11.716" y="0" font-family="'ArialMT'" font-size="7.1609"> </tspan><tspan x="13.677" y="0" font-family="'ArialMT'" font-size="7.1609">-</tspan><tspan x="16.277" y="0" font-family="'ArialMT'" font-size="7.1609"> </tspan><tspan x="18.237" y="0" font-family="'ArialMT'" font-size="7.1609">LJS</tspan></text> <text transform="matrix(1 0 0 1 15.1924 115.6963)"><tspan x="0" y="0" font-family="'ArialMT'" font-size="7.1609">Ne</tspan><tspan x="9.154" y="0" font-family="'ArialMT'" font-size="7.1609">t</tspan><tspan x="11.716" y="0" font-family="'ArialMT'" font-size="7.1609"> </tspan><tspan x="13.677" y="0" font-family="'ArialMT'" font-size="7.1609">-</tspan><tspan x="16.277" y="0" font-family="'ArialMT'" font-size="7.1609"> </tspan><tspan x="18.237" y="0" font-family="'ArialMT'" font-size="7.1609">TB</tspan></text> <text transform="matrix(1 0 0 1 15.1924 126.9639)"><tspan x="0" y="0" font-family="'ArialMT'" font-size="7.1609">Tota</tspan><tspan x="14.329" y="0" font-family="'ArialMT'" font-size="7.1609">l</tspan><tspan x="16.457" y="0" font-family="'ArialMT'" font-size="7.1609"> </tspan><tspan x="18.661" y="0" font-family="'ArialMT'" font-size="7.1609">Net</tspan></text> <text transform="matrix(1 0 0 1 15.1851 149.2949)"><tspan x="0" y="0" font-family="'ArialMT'" font-size="7.1609">Las</tspan><tspan x="11.545" y="0" font-family="'ArialMT'" font-size="7.1609">t</tspan><tspan x="13.671" y="0" font-family="'ArialMT'" 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font-family="'ArialMT'" font-size="7.1609">Nex</tspan><tspan x="44.644" y="0" font-family="'ArialMT'" font-size="7.1609">t</tspan><tspan x="46.884" y="0" font-family="'ArialMT'" font-size="7.1609"> </tspan><tspan x="48.845" y="0" font-family="'ArialMT'" font-size="7.1609">Week</tspan></text> <text transform="matrix(1 0 0 1 15.2065 193.3574)" font-family="'ArialMT'" font-size="7.1609">Chicken</text> <text transform="matrix(1 0 0 1 15.1997 205.125)" font-family="'ArialMT'" font-size="7.1609">Filets</text> <text transform="matrix(1 0 0 1 15.1997 215.8926)"><tspan x="0" y="0" font-family="'ArialMT'" font-size="7.1609">Popcor</tspan><tspan x="22.689" y="0" font-family="'ArialMT'" font-size="7.1609">n</tspan><tspan x="26.686" y="0" font-family="'ArialMT'" font-size="7.1609"> </tspan><tspan x="28.646" y="0" font-family="'ArialMT'" font-size="7.1609">Chicken</tspan></text> <text transform="matrix(1 0 0 1 15.1997 226.6602)"><tspan x="0" y="0" font-family="'ArialMT'" font-size="7.1609">Crisp</tspan><tspan x="16.71" y="0" font-family="'ArialMT'" font-size="7.1609">y</tspan><tspan x="20.828" y="0" font-family="'ArialMT'" font-size="7.1609"> </tspan><tspan x="22.788" y="0" font-family="'ArialMT'" font-size="7.1609">Strips</tspan></text> <text transform="matrix(1 0 0 1 15.1997 237.4272)" font-family="'ArialMT'" font-size="7.1609">Special</text> <text transform="matrix(1 0 0 1 15.1924 248.1948)" font-family="'ArialMT'" font-size="7.1609">Wings</text> <text transform="matrix(1 0 0 1 15.1924 257.9624)"><tspan x="0" y="0" font-family="'ArialMT'" font-size="7.1609">Subtota</tspan><tspan x="24.686" y="0" font-family="'ArialMT'" font-size="7.1609">l</tspan><tspan x="26.448" y="0" font-family="'ArialMT'" font-size="7.1609"> </tspan><tspan x="28.652" y="0" font-family="'ArialMT'" font-size="7.1609">Chicken</tspan></text> <text transform="matrix(1 0 0 1 15.1851 280.2935)" font-family="'ArialMT'" font-size="7.1609">Shortening</text> <text transform="matrix(1 0 0 1 15.1851 291.5605)" font-family="'ArialMT'" font-size="7.1609">Flour</text> <text transform="matrix(1 0 0 1 15.1851 302.3281)" font-family="'ArialMT'" font-size="7.1609">Biscuits</text> <text transform="matrix(1 0 0 1 15.1851 313.0957)"><tspan x="0" y="0" font-family="'ArialMT'" font-size="7.1609">Frie</tspan><tspan x="12.332" y="0" font-family="'ArialMT'" font-size="7.1609">s</tspan><tspan x="16.278" y="0" font-family="'ArialMT'" font-size="7.1609"> </tspan><tspan x="18.239" y="0" font-family="'ArialMT'" font-size="7.1609">/</tspan><tspan x="20.844" y="0" font-family="'ArialMT'" font-size="7.1609"> </tspan><tspan x="22.805" y="0" font-family="'ArialMT'" font-size="7.1609">Onio</tspan><tspan x="37.931" y="0" font-family="'ArialMT'" font-size="7.1609">n</tspan><tspan x="42.329" y="0" font-family="'ArialMT'" font-size="7.1609"> </tspan><tspan x="44.29" y="0" font-family="'ArialMT'" font-size="7.1609">Rings</tspan></text> <text transform="matrix(1 0 0 1 15.1851 323.9385)"><tspan x="0" 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y="0" font-family="'ArialMT'" font-size="7.1609"> </tspan><tspan x="15.624" y="0" font-family="'ArialMT'" font-size="7.1609">Entrees</tspan></text> <text transform="matrix(1 0 0 1 15.1846 378.2002)" font-family="'ArialMT'" font-size="7.1609">Salads</text> <text transform="matrix(1 0 0 1 15.1846 388.9678)" font-family="'ArialMT'" font-size="7.1609">Condiments</text> <text transform="matrix(1 0 0 1 15.1846 400.2354)" font-family="'ArialMT'" font-size="7.1609">Paper</text> <text transform="matrix(1 0 0 1 15.2012 410.9385)"><tspan x="0" y="0" font-family="'ArialMT'" font-size="7.1609">A&amp;</tspan><tspan x="9.553" y="0" font-family="'ArialMT'" font-size="7.1609">W</tspan><tspan x="16.927" y="0" font-family="'ArialMT'" font-size="7.1609"> </tspan><tspan x="18.888" y="0" font-family="'ArialMT'" font-size="7.1609">Sandwiches</tspan></text> <text transform="matrix(1 0 0 1 15.1943 421.2051)"><tspan x="0" y="0" font-family="'ArialMT'" font-size="7.1609">LJ</tspan><tspan x="7.563" y="0" font-family="'ArialMT'" font-size="7.1609">S</tspan><tspan x="12.368" y="0" font-family="'ArialMT'" font-size="7.1609"> </tspan><tspan x="14.329" y="0" font-family="'ArialMT'" font-size="7.1609">Product</tspan></text> <text transform="matrix(1 0 0 1 15.1938 431.4736)"><tspan x="0" y="0" font-family="'ArialMT'" font-size="7.1609">T</tspan><tspan x="4.374" y="0" font-family="'ArialMT'" font-size="7.1609">B</tspan><tspan x="9.766" y="0" font-family="'ArialMT'" font-size="7.1609"> </tspan><tspan x="11.727" y="0" font-family="'ArialMT'" font-size="7.1609">Product</tspan></text> <text transform="matrix(1 0 0 1 15.208 441.2402)"><tspan x="0" y="0" font-family="'ArialMT'" font-size="7.1609">Tota</tspan><tspan x="14.329" y="0" font-family="'ArialMT'" font-size="7.1609">l</tspan><tspan x="16.457" y="0" font-family="'ArialMT'" font-size="7.1609"> </tspan><tspan x="18.661" y="0" font-family="'ArialMT'" font-size="7.1609">C.O.S</tspan></text> <text transform="matrix(1 0 0 1 15.187 465.0713)"><tspan x="0" y="0" font-family="'ArialMT'" font-size="7.1609">Hourl</tspan><tspan x="17.112" y="0" font-family="'ArialMT'" font-size="7.1609">y</tspan><tspan x="20.829" y="0" font-family="'ArialMT'" font-size="7.1609"> </tspan><tspan x="22.79" y="0" font-family="'ArialMT'" font-size="7.1609">Labor</tspan></text> <text transform="matrix(1 0 0 1 15.1797 474.8389)"><tspan x="0" y="0" font-family="'ArialMT'" font-size="7.1609">Mgm</tspan><tspan x="15.913" y="0" font-family="'ArialMT'" font-size="7.1609">t</tspan><tspan x="18.225" y="0" font-family="'ArialMT'" font-size="7.1609"> </tspan><tspan x="20.186" y="0" font-family="'ArialMT'" font-size="7.1609">Labor</tspan></text> <text transform="matrix(1 0 0 1 15.1724 486.6064)"><tspan x="0" y="0" font-family="'ArialMT'" font-size="7.1609">Tota</tspan><tspan x="14.329" y="0" font-family="'ArialMT'" font-size="7.1609">l</tspan><tspan x="16.457" y="0" font-family="'ArialMT'" font-size="7.1609"> </tspan><tspan x="18.661" y="0" font-family="'ArialMT'" font-size="7.1609">Labor</tspan></text> <text transform="matrix(1 0 0 1 15.1655 507.7412)"><tspan x="0" y="0" font-family="'ArialMT'" font-size="7.1609">Tota</tspan><tspan x="14.329" y="0" font-family="'ArialMT'" font-size="7.1609">l</tspan><tspan x="16.457" y="0" font-family="'ArialMT'" font-size="7.1609"> </tspan><tspan x="18.661" y="0" font-family="'ArialMT'" font-size="7.1609">Controllable</tspan></text> <text transform="matrix(1 0 0 1 15.1655 530.2686)"><tspan x="0" y="0" font-family="'ArialMT'" font-size="7.1609">Charg</tspan><tspan x="19.503" y="0" font-family="'ArialMT'" font-size="7.1609">e</tspan><tspan x="24.088" y="0" font-family="'ArialMT'" font-size="7.1609"> </tspan><tspan x="26.048" y="0" font-family="'ArialMT'" font-size="7.1609">Count</tspan></text> <text transform="matrix(1 0 0 1 15.1729 542.0361)"><tspan x="0" y="0" font-family="'ArialMT'" font-size="7.1609">Charg</tspan><tspan x="19.503" y="0" font-family="'ArialMT'" font-size="7.1609">e</tspan><tspan x="24.088" 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font-size="7.1609"> </tspan><tspan x="27.346" y="0" font-family="'ArialMT'" font-size="7.1609">$</tspan></text> <text transform="matrix(1 0 0 1 15.1582 595.8594)"><tspan x="0" y="0" font-family="'ArialMT'" font-size="7.1609">Ticke</tspan><tspan x="17.108" y="0" font-family="'ArialMT'" font-size="7.1609">t</tspan><tspan x="19.528" y="0" font-family="'ArialMT'" font-size="7.1609"> </tspan><tspan x="21.489" y="0" font-family="'ArialMT'" font-size="7.1609">Average</tspan></text> <text transform="matrix(1 0 0 1 15.1582 617.3867)"><tspan x="0" y="0" font-family="'ArialMT'" font-size="7.1609">Hea</tspan><tspan x="13.136" y="0" font-family="'ArialMT'" font-size="7.1609">d</tspan><tspan x="17.57" y="0" font-family="'ArialMT'" font-size="7.1609"> </tspan><tspan x="19.531" y="0" font-family="'ArialMT'" font-size="7.1609">Average</tspan></text> <text transform="matrix(1 0 0 1 15.1582 628.1543)"><tspan x="0" y="0" font-family="'ArialMT'" font-size="7.1609">Piece</tspan><tspan x="17.913" y="0" 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y1="130.932" x2="596.5" y2="130.932"/> <line id="Top_Line_2_" stroke="#000000" stroke-width="0.5" x1="7" y1="128.932" x2="596.5" y2="128.932"/> </g> <line id="Line_Above_3_" stroke="#000000" stroke-width="0.5" x1="7" y1="119.097" x2="596.5" y2="119.097"/> </g> <g id="Header_Underline"> <line id="Line_Above_4_" stroke="#000000" stroke-width="0.5" x1="8.34" y1="74.5" x2="597.84" y2="74.5"/> </g> <g id="Total_Controllable"> <line id="Line_Above_2_" stroke="#000000" x1="7" y1="498.066" x2="600.5" y2="498.066"/> <line id="Line_Under" stroke="#000000" x1="7" y1="509.329" x2="600.5" y2="509.329"/> </g> </svg> The above code is generated xml file, and i need to write a xslt transformation to get the fo file, for the PDF generation, how do I do it?? The doubt I have is, that I dont now how to represent the tags in xslt, and also I need to represent the line, path and text in the form of xslt. how can I do this any ideas, with really get me going... Actually I have to use a style sheet like this: <fo:root xmlns:fo="http://www.w3.org/1999/XSL/Format" > <fo:layout-master-set> <fo:simple-page-master margin-right="1.5cm" margin-left="1.5cm" margin-bottom="2cm" margin-top="1cm" page-width="21cm" page-height="29.7cm" master-name="first"> <fo:region-body margin-top="1cm"/> <fo:region-before extent="1cm"/> <fo:region-after extent="1.5cm"/> </fo:simple-page-master> </fo:layout-master-set> <fo:page-sequence master-reference="first"> <fo:static-content flow-name="xsl-region-before"> <fo:block line-height="14pt" font-size="10pt" text-align="end">Embedding SVG examples - Practise</fo:block> </fo:static-content> <fo:static-content flow-name="xsl-region-after"> <fo:block line-height="14pt" font-size="10pt" text-align="end">Page <fo:page-number/> </fo:block> </fo:static-content> <fo:flow flow-name="xsl-region-body"> <fo:block text-align="center" font-weight="bold" font-size="14pt" space-before.optimum="3pt" space-after.optimum="15pt">Embedding SVG</fo:block> <fo:block space-before.optimum="3pt" space-after.optimum="20pt"> <fo:instream-foreign-object> <svg:svg xmlns:svg="http://www.w3.org/2000/svg" width="542px" height="505px"> <svg:title>A less cute tiger</svg:title> <xsl:for-each select="svg/switch/g/g/path"> <svg:g style="fill: #ffffff; stroke:#000000; stroke-width:0.25"> <svg:path> <xsl:variable name="s"> <xsl:value-of select="translate(@d,' ','')"/> </xsl:variable> <xsl:attribute name="d"><xsl:value-of select="translate($s,',',' ')"/></xsl:attribute> </svg:path> </svg:g> </xsl:for-each> <xsl:for-each select="svg/switch/g/g/g/path"> <svg:g style="fill: #ffffff; stroke:#000000; stroke-width:0.5; fill-rule=evenodd; clip-rule=evenodd; stroke-linejoin=round"> <svg:path> <xsl:variable name="s"> <xsl:value-of select="translate(@d,' ','')"/> </xsl:variable> <xsl:attribute name="d"><xsl:value-of select="translate($s,',',' ')"/></xsl:attribute> </svg:path> </svg:g> </xsl:for-each> </svg:svg> </fo:instream-foreign-object> </fo:block> <fo:block><xsl:apply-templates/></fo:block> </fo:flow> </fo:page-sequence> </fo:root>

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  • Inverted textures

    - by brainydexter
    I'm trying to draw textures aligned with this physics body whose coordinate system's origin is at the center of the screen. (XNA)Spritebatch has its default origin set to top-left corner. I got the textures to be positioned correctly, but I noticed my textures are vertically inverted. That is, an arrow texture pointing Up , when rendered points down. I'm not sure where I am going wrong with the math. My approach is to convert everything in physic's meter units and draw accordingly. Matrix proj = Matrix.CreateOrthographic(scale * graphics.GraphicsDevice.Viewport.AspectRatio, scale, 0, 1); Matrix view = Matrix.Identity; effect.World = Matrix.Identity; effect.View = view; effect.Projection = proj; effect.TextureEnabled = true; effect.VertexColorEnabled = true; effect.Techniques[0].Passes[0].Apply(); SpriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, DepthStencilState.Default, RasterizerState.CullNone, effect); m_Paddles[1].Draw(gameTime); SpriteBatch.End(); where Paddle::Draw looks like: SpriteBatch.Draw(paddleTexture, mBody.Position, null, Color.White, 0f, new Vector2(16f, 16f), // origin of the texture 0.1875f, SpriteEffects.None, // width of box is 3*2 = 6 meters. texture is 32 pixels wide. to make it 6 meters wide in world space: 6/32 = 0.1875f 0); The orthographic projection matrix seem fine to me, but I am obviously doing something wrong somewhere! Can someone please help me figure out what am i doing wrong here ? Thanks

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