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  • CodePlex Daily Summary for Friday, May 28, 2010

    CodePlex Daily Summary for Friday, May 28, 2010New ProjectsBang: BangBox Office: Event Management for Community Theater Groups: Box Office is an event management web application to help theater groups manage & promote their shows. Manage performance schedules, sell tickets, ...CellsOnWeb: El espacio de las células del Programa Académico Microsoft en Argentina. CRM 4.0 Plugin Queue Item Counter: This is a crm 4.0 plugin to count queue items in each folder and display the number at the end of the name. For example, if the queue name is "Tes...Date Calculator: Date Calculator is a small desktop utility developed using Windows Forms .NET technology. This utility is analogous to the "Date calculation" modul...Enterprise Library Investigate: Enterprise Library Investigate ProjecteProject Management: Ứng dụng nền tảng web hỗ trợ quản lí và giám sát tiến độ dự án của tổ chức doanh nghiệp.Fiddler TreeView Panel Extension: Extension for Fiddler, to display the session information in a TreeView panel instead of the default ListBox, so it groups the information logicall...Git Source Control Provider: Git Source Control Provider is a Visual Studio Plug-in that integrates Git with Visual Studio.InspurProjects: Project on Inspur Co.Kryptonite: The Kryptonite project aims to improve development of websites based on the Kentico CMS. MLang .NET Wrapper: Detect the encoding of a text without BOM (Byte Order Mask) and choose the best Encoding for persistence or network transport of textMondaze: Proof of concept using Windows Azure.MultipointControls: A collection of controls that applied Windows Multipoint Mouse SDK. Windows Multipoint Mouse SDK enable app to have multiple mice interact simultan...Mundo De Bloques: "Mundo de bloques" makes it easier for analists to find the shortest way between two states in a problem using an heuristic function for Artificial...MyRPGtests: Just some tests :)OffInvoice Add-in for MS Office 2010: Project Description: The project it's based in the ability to extend funtionality in the Microsoft Office 2010 suite.OpenGraph .NET: A C# client for the Facebook Graph API. Supports desktop, web, ASP.NET MVC, and Silverlight connections and real-time updates. PLEASE NOTE: I dis...Portable Extensible Metadata (PEM) Data Annotation Generator: This project intends to help developers who uses PEM - Portable Extensible Metadata for Entity Framework generating Data Annotation information fro...Production and sale of plastic window systems: Automation company produces window design, production and sale of plastic window systems, management of sales contracts and their execution, print ...Renjian Storm (Renjian Image Viewer Uploader): Renjian Image Viewer UploaderShark Web Intelligence CMS: Shark Web Intelligence Inc. Content Management System.Shuffleboard Game for Windows Phone 7: This is a sample Shuffleboard game written in Silverlight for Windows Phone 7. It demonstrates physics, procedural animation, perspective transform...Silverlight Property Grid: Visual Studio Style PropertyGrid for Silverlight.SvnToTfs: Simple tool that migrates every Subversion revision toward Team Foundation Server 2010. It is developed in C# witn a WPF front-end.Tamias: Basic Cms Mvc Contrib Portable Area: The goal of this project is to have a easy-to-integrate basic cms for ASP.NET MVC applications based on MVC Contrib Portable Areas.TwitBy: TwitBy is a Twitter client for anyone who uses Twitter. It's easy to use and all of the major features are there. More features to come. H...Under Construction: A simple site that can be used as a splash for sites being upgraded or developed. UO Editor: The Owner & Organisation Editor makes it easy to view and edit the names of the registered owner and registered organization for your Windows OS. N...webform2010: this is the test projectWireless Network: ssWiX Toolset: The Windows Installer XML (WiX) is a toolset that builds Windows installation packages from XML source code. The toolset supports a command line en...Xna.Extend: A collection of easy to use Xna components for aiding a game programmer in developing thee next big thing. I plan on using the components from this...New ReleasesA Guide to Parallel Programming: Drop 4 - Guide Preface, Chapters 1 - 5, and code: This is Drop 4 with Guide Preface, Chapters 1 - 5, and References, and the accompanying code samples. This drop requires Visual Studio 2010 Beta 2 ...Ajax Toolkit for ASP.NET MVC: MAT 1.1: MAT 1.1Community Forums NNTP bridge: Community Forums NNTP Bridge V09: Release of the Community Forums NNTP Bridge to access the social and anwsers MS forums with a single, open source NNTP bridge. This release solves ...Community Forums NNTP bridge: Community Forums NNTP Bridge V10: Release of the Community Forums NNTP Bridge to access the social and anwsers MS forums with a single, open source NNTP bridge. This release has add...Community Forums NNTP bridge: Community Forums NNTP Bridge V11: Release of the Community Forums NNTP Bridge to access the social and anwsers MS forums with a single, open source NNTP bridge. This release has add...CSS 360 Planetary Calendar: Beta Release: =============================================================================== Beta Release Version: 0.2 Description: This is the beta release de...Date Calculator: DateCalculator v1.0: This is the first release and as far as I know this is a stable version.eComic: eComic 2010.0.0.4: Version 2010.0.0.4 Change LogFixed issues in the "Full Screen Control Panel" causing it to lack translucence Added loupe magnification control ...Expression Encoder Batch Processor: Runtime Application v0.2: New in this version: Added more error handling if files not exist. Added button/feature to quit after current encoding job. Added code to handl...Fiddler TreeView Panel Extension: FiddlerTreeViewPanel 0.7: Initial compiled version of the assembly, ready to use. Please refer to http://fiddlertreeviewpanel.codeplex.com/ for instructions and installation.Gardens Point LEX: Gardens Point LEX v1.1.4: The main distribution is a zip file. This contains the binary executable, documentation, source code and the examples. ChangesVersion 1.1.4 corre...Gardens Point Parser Generator: Gardens Point Parser Generator v1.4.1: Version 1.4.1 differs from version 1.4.0 only in containing a corrected version of a previously undocumented feature which allows the generation of...IsWiX: IsWiX 1.0.264.0: Build 1.0.264.0 - built against Fireworks 1.0.264.0. Adds support for autogenerating the SourceDir prepreprocessor variable and gives user choice t...Matrix: Matrix 0.5.2: Updated licenseMesopotamia Experiment: Mesopotamia 1.2.90: Release Notes - Ugraded to Microsoft Robotics Developer Studio 2008 R3 Bug Fixes - Fix to keep any sole organisms that penetrate to the next fitne...Microsoft Crm 4.0 Filtered Lookup: Microsoft Crm 4.0 Filtered Lookup: How to use: Allow passing custom querystring values: Create a DWORD registry key named [DisableParameterFilter] under [HKEY_LOCAL_MACHINE\SOFTWAR...MSBuild Extension Pack: May 2010: The MSBuild Extension Pack May 2010 release provides a collection of over 340 MSBuild tasks. A high level summary of what the tasks currently cover...MultiPoint Vote: MultiPointVote v.1: This accepts user inputs: number of participants, poll/survey title and the list of options A text file containing the items listed line per line...Mundo De Bloques: Mundo de Bloques, Release 1: "Mundo de bloques" makes it easier for analists to find the shortest way between two states in a problem using an heuristic function for Artificial...OffInvoice Add-in for MS Office 2010: OffInvoice for Office 2010 V1.0 Installer: Add-in for MS Word 2010 or MS Excel 2010 to allow the management (issuing, visualization and reception) of electronic invoices, based in the XML fo...OpenGraph .NET: 0.9.1 Beta: This is the first public release of OpenGraph .NET.patterns & practices: Composite WPF and Silverlight: Prism v2.2 - May 2010 Release: Composite Application Guidance for WPF and Silverlight - May 2010 Release (Prism V2.2) The Composite Application Guidance for WPF and Silverlight ...Portable Extensible Metadata (PEM) Data Annotation Generator: Release 49376: First release.Production and sale of plastic window systems: Yanuary 2009: NOTEBefore loading program, make sure you have installed MySQL and created DataBase that store in Source Code (look at below) Where Is The Source?...PROGRAMMABLE SOFTWARE DEVELOPMENT ENVIRONMENT: PROGRAMMABLE SOFTWARE DEVELOPMENT ENVIRONMENT--3.2: The current version of the Programmable Software Development Environment has the capability of reading an optional text file in each source develop...Rapidshare Episode Downloader: RED 0.8.6: - Fixed Edit form to actually save the data - Added Bypass Validation to enable future episodes - Added Search parameter to Edit form - Added refr...Renjian Storm (Renjian Image Viewer Uploader): Renjian Storm 0.6: 人间风暴 v0.6 稳定版sELedit: sELedit v1.1b: + Fixed: when export and import items to text files, there was a bug with "NULL" bytes in the unicode stringShake - C# Make: Shake v0.1.21: Changes: FileTask CopyDir method modified, see documentationSharePoint Labs: SPLab7001A-ENU-Level100: SPLab7001A-ENU-Level100 This SharePoint Lab will teach how to analyze and audit WSP files. WSP files are somewhere in a no man's land between ITPro...SharePoint Rsync List: 1.0.0.3: Fix spcontext dispose bug in menu try and run jobs only on central admin server mark a single file failure if file not copied don't delete destinat...Shuffleboard Game for Windows Phone 7: Shuffleboard 1.0.0.1: Source code, solution files, and assets.Software Is Hardwork: Sw. Is Hw. Lib. 3.0.0.x+04: Sw. Is Hw. Lib. 3.0.0.x+04SoulHackers Demon Unite(Chinese version): WPFClient pre alpha: can unite 2, 3 or more demons. can un-unite 1 demon to 2 demon (no triple un-unite yet).Team Deploy: Team Deploy 2010 R1: This is the initial release for Team Deploy 2010 for TFS Team Build 2010. All features from Team Build 2.x are functional in this version. Comple...Under Construction: Under Construction: All Files required to show under construction page. The Page will pull through the Domain name that the site is being run on this allows you to use...Unit Driven: Version 0.0.5: - Tests nested by namespace parts. - Run buttons properly disabled based on currently running tests. - Timeouts for async tests enabled.UO Editor: UO Editor v1.0: Initial ReleaseVCC: Latest build, v2.1.30527.0: Automatic drop of latest buildWeb Service Software Factory Contrib: Import WSDL 2010: Generate Service Contract models from existing WSDL documents for Web Service Software Factory 2010. Usage: Install the vsix and right click on a S...Most Popular ProjectsRawrWBFS ManagerAJAX Control ToolkitMicrosoft SQL Server Product Samples: DatabaseSilverlight ToolkitWindows Presentation Foundation (WPF)patterns & practices – Enterprise LibraryMicrosoft SQL Server Community & SamplesPHPExcelASP.NETMost Active ProjectsAStar.netpatterns & practices – Enterprise LibraryGMap.NET - Great Maps for Windows Forms & PresentationSqlServerExtensionsBlogEngine.NETRawrpatterns & practices: Windows Azure Security GuidanceCodeReviewCustomer Portal Accelerator for Microsoft Dynamics CRMIonics Isapi Rewrite Filter

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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 maintain encapsulation with composition in C++?

    - by iFreilicht
    I am designing a class Master that is composed from multiple other classes, A, Base, C and D. These four classes have absolutely no use outside of Master and are meant to split up its functionality into manageable and logically divided packages. They also provide extensible functionality as in the case of Base, which can be inherited from by clients. But, how do I maintain encapsulation of Master with this design? So far, I've got two approaches, which are both far from perfect: 1. Replicate all accessors: Just write accessor-methods for all accessor-methods of all classes that Master is composed of. This leads to perfect encapsulation, because no implementation detail of Master is visible, but is extremely tedious and makes the class definition monstrous, which is exactly what the composition should prevent. Also, adding functionality to one of the composees (is that even a word?) would require to re-write all those methods in Master. An additional problem is that inheritors of Base could only alter, but not add functionality. 2. Use non-assignable, non-copyable member-accessors: Having a class accessor<T> that can not be copied, moved or assigned to, but overrides the operator-> to access an underlying shared_ptr, so that calls like Master->A()->niceFunction(); are made possible. My problem with this is that it kind of breaks encapsulation as I would now be unable to change my implementation of Master to use a different class for the functionality of niceFunction(). Still, it is the closest I've gotten without using the ugly first approach. It also fixes the inheritance issue quite nicely. A small side question would be if such a class already existed in std or boost. EDIT: Wall of code I will now post the code of the header files of the classes discussed. It may be a bit hard to understand, but I'll give my best in explaining all of it. 1. GameTree.h The foundation of it all. This basically is a doubly-linked tree, holding GameObject-instances, which we'll later get to. It also has it's own custom iterator GTIterator, but I left that out for brevity. WResult is an enum with the values SUCCESS and FAILED, but it's not really important. class GameTree { public: //Static methods for the root. Only one root is allowed to exist at a time! static void ConstructRoot(seed_type seed, unsigned int depth); inline static bool rootExists(){ return static_cast<bool>(rootObject_); } inline static weak_ptr<GameTree> root(){ return rootObject_; } //delta is in ms, this is used for velocity, collision and such void tick(unsigned int delta); //Interaction with the tree inline weak_ptr<GameTree> parent() const { return parent_; } inline unsigned int numChildren() const{ return static_cast<unsigned int>(children_.size()); } weak_ptr<GameTree> getChild(unsigned int index) const; template<typename GOType> weak_ptr<GameTree> addChild(seed_type seed, unsigned int depth = 9001){ GOType object{ new GOType(seed) }; return addChildObject(unique_ptr<GameTree>(new GameTree(std::move(object), depth))); } WResult moveTo(weak_ptr<GameTree> newParent); WResult erase(); //Iterators for for( : ) loop GTIterator& begin(){ return *(beginIter_ = std::move(make_unique<GTIterator>(children_.begin()))); } GTIterator& end(){ return *(endIter_ = std::move(make_unique<GTIterator>(children_.end()))); } //unloading should be used when objects are far away WResult unloadChildren(unsigned int newDepth = 0); WResult loadChildren(unsigned int newDepth = 1); inline const RenderObject& renderObject() const{ return gameObject_->renderObject(); } //Getter for the underlying GameObject (I have not tested the template version) weak_ptr<GameObject> gameObject(){ return gameObject_; } template<typename GOType> weak_ptr<GOType> gameObject(){ return dynamic_cast<weak_ptr<GOType>>(gameObject_); } weak_ptr<PhysicsObject> physicsObject() { return gameObject_->physicsObject(); } private: GameTree(const GameTree&); //copying is only allowed internally GameTree(shared_ptr<GameObject> object, unsigned int depth = 9001); //pointer to root static shared_ptr<GameTree> rootObject_; //internal management of a child weak_ptr<GameTree> addChildObject(shared_ptr<GameTree>); WResult removeChild(unsigned int index); //private members shared_ptr<GameObject> gameObject_; shared_ptr<GTIterator> beginIter_; shared_ptr<GTIterator> endIter_; //tree stuff vector<shared_ptr<GameTree>> children_; weak_ptr<GameTree> parent_; unsigned int selfIndex_; //used for deletion, this isn't necessary void initChildren(unsigned int depth); //constructs children }; 2. GameObject.h This is a bit hard to grasp, but GameObject basically works like this: When constructing a GameObject, you construct its basic attributes and a CResult-instance, which contains a vector<unique_ptr<Construction>>. The Construction-struct contains all information that is needed to construct a GameObject, which is a seed and a function-object that is applied at construction by a factory. This enables dynamic loading and unloading of GameObjects as done by GameTree. It also means that you have to define that factory if you inherit GameObject. This inheritance is also the reason why GameTree has a template-function gameObject<GOType>. GameObject can contain a RenderObject and a PhysicsObject, which we'll later get to. Anyway, here's the code. class GameObject; typedef unsigned long seed_type; //this declaration magic means that all GameObjectFactorys inherit from GameObjectFactory<GameObject> template<typename GOType> struct GameObjectFactory; template<> struct GameObjectFactory<GameObject>{ virtual unique_ptr<GameObject> construct(seed_type seed) const = 0; }; template<typename GOType> struct GameObjectFactory : GameObjectFactory<GameObject>{ GameObjectFactory() : GameObjectFactory<GameObject>(){} unique_ptr<GameObject> construct(seed_type seed) const{ return unique_ptr<GOType>(new GOType(seed)); } }; //same as with the factories. this is important for storing them in vectors template<typename GOType> struct Construction; template<> struct Construction<GameObject>{ virtual unique_ptr<GameObject> construct() const = 0; }; template<typename GOType> struct Construction : Construction<GameObject>{ Construction(seed_type seed, function<void(GOType*)> func = [](GOType* null){}) : Construction<GameObject>(), seed_(seed), func_(func) {} unique_ptr<GameObject> construct() const{ unique_ptr<GameObject> gameObject{ GOType::factory.construct(seed_) }; func_(dynamic_cast<GOType*>(gameObject.get())); return std::move(gameObject); } seed_type seed_; function<void(GOType*)> func_; }; typedef struct CResult { CResult() : constructions{} {} CResult(CResult && o) : constructions(std::move(o.constructions)) {} CResult& operator= (CResult& other){ if (this != &other){ for (unique_ptr<Construction<GameObject>>& child : other.constructions){ constructions.push_back(std::move(child)); } } return *this; } template<typename GOType> void push_back(seed_type seed, function<void(GOType*)> func = [](GOType* null){}){ constructions.push_back(make_unique<Construction<GOType>>(seed, func)); } vector<unique_ptr<Construction<GameObject>>> constructions; } CResult; //finally, the GameObject class GameObject { public: GameObject(seed_type seed); GameObject(const GameObject&); virtual void tick(unsigned int delta); inline Matrix4f trafoMatrix(){ return physicsObject_->transformationMatrix(); } //getter inline seed_type seed() const{ return seed_; } inline CResult& properties(){ return properties_; } inline const RenderObject& renderObject() const{ return *renderObject_; } inline weak_ptr<PhysicsObject> physicsObject() { return physicsObject_; } protected: virtual CResult construct_(seed_type seed) = 0; CResult properties_; shared_ptr<RenderObject> renderObject_; shared_ptr<PhysicsObject> physicsObject_; seed_type seed_; }; 3. PhysicsObject That's a bit easier. It is responsible for position, velocity and acceleration. It will also handle collisions in the future. It contains three Transformation objects, two of which are optional. I'm not going to include the accessors on the PhysicsObject class because I tried my first approach on it and it's just pure madness (way over 30 functions). Also missing: the named constructors that construct PhysicsObjects with different behaviour. class Transformation{ Vector3f translation_; Vector3f rotation_; Vector3f scaling_; public: Transformation() : translation_{ 0, 0, 0 }, rotation_{ 0, 0, 0 }, scaling_{ 1, 1, 1 } {}; Transformation(Vector3f translation, Vector3f rotation, Vector3f scaling); inline Vector3f translation(){ return translation_; } inline void translation(float x, float y, float z){ translation(Vector3f(x, y, z)); } inline void translation(Vector3f newTranslation){ translation_ = newTranslation; } inline void translate(float x, float y, float z){ translate(Vector3f(x, y, z)); } inline void translate(Vector3f summand){ translation_ += summand; } inline Vector3f rotation(){ return rotation_; } inline void rotation(float pitch, float yaw, float roll){ rotation(Vector3f(pitch, yaw, roll)); } inline void rotation(Vector3f newRotation){ rotation_ = newRotation; } inline void rotate(float pitch, float yaw, float roll){ rotate(Vector3f(pitch, yaw, roll)); } inline void rotate(Vector3f summand){ rotation_ += summand; } inline Vector3f scaling(){ return scaling_; } inline void scaling(float x, float y, float z){ scaling(Vector3f(x, y, z)); } inline void scaling(Vector3f newScaling){ scaling_ = newScaling; } inline void scale(float x, float y, float z){ scale(Vector3f(x, y, z)); } void scale(Vector3f factor){ scaling_(0) *= factor(0); scaling_(1) *= factor(1); scaling_(2) *= factor(2); } Matrix4f matrix(){ return WMatrix::Translation(translation_) * WMatrix::Rotation(rotation_) * WMatrix::Scale(scaling_); } }; class PhysicsObject; typedef void tickFunction(PhysicsObject& self, unsigned int delta); class PhysicsObject{ PhysicsObject(const Transformation& trafo) : transformation_(trafo), transformationVelocity_(nullptr), transformationAcceleration_(nullptr), tick_(nullptr) {} PhysicsObject(PhysicsObject&& other) : transformation_(other.transformation_), transformationVelocity_(std::move(other.transformationVelocity_)), transformationAcceleration_(std::move(other.transformationAcceleration_)), tick_(other.tick_) {} Transformation transformation_; unique_ptr<Transformation> transformationVelocity_; unique_ptr<Transformation> transformationAcceleration_; tickFunction* tick_; public: void tick(unsigned int delta){ tick_ ? tick_(*this, delta) : 0; } inline Matrix4f transformationMatrix(){ return transformation_.matrix(); } } 4. RenderObject RenderObject is a base class for different types of things that could be rendered, i.e. Meshes, Light Sources or Sprites. DISCLAIMER: I did not write this code, I'm working on this project with someone else. class RenderObject { public: RenderObject(float renderDistance); virtual ~RenderObject(); float renderDistance() const { return renderDistance_; } void setRenderDistance(float rD) { renderDistance_ = rD; } protected: float renderDistance_; }; struct NullRenderObject : public RenderObject{ NullRenderObject() : RenderObject(0.f){}; }; class Light : public RenderObject{ public: Light() : RenderObject(30.f){}; }; class Mesh : public RenderObject{ public: Mesh(unsigned int seed) : RenderObject(20.f) { meshID_ = 0; textureID_ = 0; if (seed == 1) meshID_ = Model::getMeshID("EM-208_heavy"); else meshID_ = Model::getMeshID("cube"); }; unsigned int getMeshID() const { return meshID_; } unsigned int getTextureID() const { return textureID_; } private: unsigned int meshID_; unsigned int textureID_; }; I guess this shows my issue quite nicely: You see a few accessors in GameObject which return weak_ptrs to access members of members, but that is not really what I want. Also please keep in mind that this is NOT, by any means, finished or production code! It is merely a prototype and there may be inconsistencies, unnecessary public parts of classes and such.

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  • delete empty cell matlab

    - by AP
    I have a question : I am generating a excel file through matlab and i have empty cells in middle of it here is the code i am using to open a empty matrix newfile= cell(5,5); [newfile{:}]= deal(''); [newfile{:}]= deal(' '); I do some processing here then i write xlswrite .... now i output i get is file with some empty cells and some data. IS there a command by which i can delete the empty rows, without effecting the rows which have data? Another question : IS there a way to append onto this excel file i am writing. I run this file everyday and would like to add aumatically rather than me manually copying and pasting everyday. thanks

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  • Frame Buffers wont work with pyglet.

    - by Matthew Mitchell
    I have this code: def setup_framebuffer(surface): #Create texture if not done already if surface.texture is None: create_texture(surface) #Render child to parent if surface.frame_buffer is None: surface.frame_buffer = glGenFramebuffersEXT(1) glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, surface.frame_buffer) glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, surface.texture, 0) glPushAttrib(GL_VIEWPORT_BIT) glViewport(0,0,surface._scale[0],surface._scale[1]) glMatrixMode(GL_PROJECTION) glLoadIdentity() #Load the projection matrix gluOrtho2D(0,surface._scale[0],0,surface._scale[1]) glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, surface.frame_buffer) for this despite the second parameter printing as 1 for a test I did, I get: glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, surface.frame_buffer) I only got this after implementing pyglet. GLUT is too limited. Thank you.

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  • Error: (subscript) logical subscript too long

    - by frespider
    Can some one let me know why I am getting this error and how I can fix it? Here is the code What I am trying to do is remove the rows that associated 1's if the column of that one's less than 10 a0=rep(1,40) a=rep(0:1,20) b=c(rep(1,20),rep(0,20)) c0=c(rep(0,12),rep(1,28)) c1=c(rep(1,5),rep(0,35)) c2=c(rep(1,8),rep(0,32)) c3=c(rep(1,23),rep(0,17)) c4=c(rep(1,6),rep(0,34)) x=matrix(cbind(a0,a,b,c0,c1,c2,c3,c4),nrow=40,ncol=8) nam <- paste("V",2:9,sep="") colnames(x)<-nam dat <- cbind(y=rnorm(40,50,7),x) #=================================== toSum <- colSums(dat) Col <- Val <- NULL for(i in 1:length(toSum)){ if(toSum[i]<10){ Col <- c(Col,colnames(dat)[i]) Val <- c(Val,toSum[i])} } cs <- colSums(dat) < 10 indx <- dat[,which(cs)]==0 for(i in 1:dim(indx)[2]){ datnw <- dat[indx[,i],] dat <- datnw} datnw2 <- dat[, -which(cs)] Thanks

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  • OnVisualChildrenChanged in silverlight?

    - by user275561
    WPF has a method that you can override which is the OnVisualChildrenChanged so when Children are added or removed you know about them. However, it silverlight there is no such method. So how would I go implementing this? I am trying to create a BubbleBreaker type of game and so I have a class that extends the Canvas. The canvas will lay out those said bubbles in a matrix grid. When they pop I need to know to move the bubbles to the left.

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  • How to pass Multivalued parameters through URL in SSRS 2005

    - by Kali Charan Tripathi
    Hi All, I have main matrix report and I want to navigate my sub report from main report by Jump To URL:(Using below JavaScript function) method. ="javascript:void(window.open('http://localhost/ReportServer/Pages/ReportViewer.aspx?%2fKonsolidata_Data_Exporting_Project%2fEXPORT_REPORT_TEST&rs:Command=Render&RP_cntry="+Fields!STD_CTRY_NM.Value+"&RP_cll_typ_l1="+Join(Parameters!RP_cll_typ_l1.Value,",")+"'))" It is ok for the Single valued but giving exception for the multivalued Like An error has occurred during report processing. (rsProcessingAborted) Cannot read the next data row for the data set DS_GRID_DATA. (rsErrorReadingNextDataRow) Conversion failed when converting the nvarchar value '1,2,3,4' to data type int. Basically I have defined Parameters!RP_cll_typ_l1 as multivalued into my subreport as per ssrs multivalued parameter passing method. The value is going on sub report as '1,2,3,4' (not understandable by data set) It should be like as '1’,’2’,’3’,’4' or 1,2,3,4 How can I resolve this please help if any have solution? Thanks Kali Charan Tripathi(India) [email protected] [email protected]

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  • OpenCV: How to copy CvSeq data into CvMat?

    - by Can Bal
    I have a CvSeq structure at hand, which is the output of an available OpenCV function. This holds 128 bytes of data in each of the sequence elements. I want to copy each of these 128-byte elements into rows of a CvMat structure to form a N-by-128 of type CV_32FC1. What would be the most efficient way to do this? I thought of using memcpy but I couldn't come up with a working solution. For the details, I want to calculate the SURF features in an image by cvExtractSURF() function, and copy the SURF descriptors into a matrix for passing it to the cvKMeans2().

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  • Noise Estimation / Noise Measurement in Image

    - by Drazick
    Hello. I want to estimate the noise in an image. Let's assume the model of an Image + White Noise. Now I want to estimate the Noise Variance. My method is to calculate the Local Variance (3*3 up to 21*21 Blocks) of the image and then find areas where the Local Variance is fairly constant (By calculating the Local Variance of the Local Variance Matrix). I assume those areas are "Flat" hence the Variance is almost "Pure" noise. Yet I don't get constant results. Is there a better way? Thanks.

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  • NDepend query methods/types in framework assembly being used by other assemblies/types

    - by icelava
    I am trying to determine which types or methods in a base framework assembly are being used by other assemblies in the application system. I cannot seem to find a straight-cut query to do that. What i have to do is first determine which assemblies are directly using the framework assembly, then manually list them in a second query SELECT TYPES FROM ASSEMBLIES "IBM.Data.DB2" WHERE IsDirectlyUsedBy "ASSEMBLY:FirstDirectUsedByAssebmly" OR IsDirectlyUsedBy "ASSEMBLY:SecondDirectUsedByAssebmly" OR IsDirectlyUsedBy "ASSEMBLY:ThirdDirectUsedByAssebmly" OR IsDirectlyUsedBy "ASSEMBLY:FourthDirectUsedByAssebmly" Is there a better/faster way to query for this? Additionally, the query results are focused on the matched types only. The Dependency graph or matrix exported only shows details of those. I do not know how to render a graph that shows those types or methods plus show the dependent types/methods from other assemblies that are consuming them?

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  • Calculating determinant by hand

    - by ldigas
    Okey, this is only half programming, but let's see how you are on terms with manual calculations. I believe many of you did this on your university's while giving "linear systems" ... the problem is it's been so long I can't remember how to do it any more. I know quite a few algorithms for calculating determinants, and they all work fine ... for large systems, where one would never try to do it manually. Unfortunatelly, I'm soon going on an exam, where I do have to calculate it manually, up to the system of 5. So, I have a K(omega) matrix that looks like this: [2-(omega^2)*c -4 2 0 0] [-2 5-(omega^2)*c -4 1 0] [1 -4 6-(omega^2)*c -4 1] [0 1 -4 5-(omega^2)*c -2] [0 0 2 -4 2-(omega^2)*c] and I need all the omegas which satisfy the det[K(omega)]=0 criteria. What would be a good way to calculate it so it can be repeated in a manual process ?

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  • java cosine similarity problem

    - by agazerboy
    Hi again :) I developed some java program to calculate cosine similarity on the basis of TF*IDF. It worked very well. But there is one problem.... :( for example: If I have following two matrix and I want to calculate cosine similarity it does not work as rows are not same in length doc 1 1 2 3 4 5 6 doc 2 1 2 3 4 5 6 7 8 5 2 4 9 if rows and colums are same in length then my program works very well but it does not if rows and columns are not in same length. Any tips ???

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  • OpenCL or OpenGL – which one to use?

    - by Malte Schledjewski
    My Problem involves a black and white image with a black area in the middle. I never worked with OpenGL or OpenCL before so I do not know which one to chose. I want to put some white circles over the area and check at the end whether the whole image is white. I will try many combinations so I want to use the GPU because of its parallelism. Should I use OpenGL and create the circle as a texture and put it on top of the image or should I write some OpenCL kernels which work on the pixel/entries in the matrix?

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  • Replace empty cells with logical 0's before cell2mat in MATLAB

    - by Doresoom
    I've got a cell array of empty cells and ones that I want to convert to a logical array, where the empty cells are zeros. When I use cell2mat, the empty cells are ignored, and I end up with a matrix of solely 1's, with no reference to the previous index they held. Is there a way to perform this operation without using loops? Example code: for n=1:5 %generate sample cell array mycellarray{n}=1; end mycellarray{2}=[] %remove one value for testing Things I've tried: mylogicalarray=logical(cell2mat(mycellarray)); which results in [1,1,1,1], not [1,0,1,1,1]. for n=1:length(mycellarray) if isempty(mycellarray{n}) mycellarray{n}=0; end end mylogicalarray=logical(cell2mat(mycellarray)); which works, but uses loops.

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  • delete pointer to 2d array c ++

    - by user1848054
    i have this pointer to 2d array of Robot class Robot ***rob; and this is here the code for the constructor !! and the program works fine !!! but now i am trying to build a destructor to delete this pointer !! and it keeps on crashing the program !! my question is , how to delete this pointer to 2d array of robots ? RobotsWorld::RobotsWorld(int x , int y) { X=x;Y=y; // returns the limitation of the matrix rob = new Robot**[x]; for(int i = 0; i < x; i++) { rob[i] = new Robot*[y]; for(int j = 0; j < y; j++) { rob[i][j] = NULL; } } }

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  • Typecast to an int in Octave/Matlab

    - by Leif Andersen
    I need to call the index of a matrix made using the linspace command, and based on somde data taken from an oscilloscope. Because of this, the data inputed is a double. However, I can't really call: Time[V0Found] where V0Found is something like 5.2 however, taking index 5 is close enough, so I need to drop the decimal. I used this equation to drop the decimal: V0FoundDec = V0Found - mod(V0Found,1) Time[V0FoundDec] However, eve though that drops the decimal, octave still complains about it. So, what can I do to typecast it to an int? Thank you.

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  • Daubechies-4 Transform in MATLAB

    - by Myx
    Hello: I have a 4x4 matrix which I wish to decompose into 4 frequency bands (LL, HL, LH, HH where L=low, H=high) by using a one-level Daubechies-4 wavelet transform. As a result of the transform, each band should contain 2x2 coefficients. How can I do this in MATLAB? I know that MATLAB has dbaux and dbwavf functions. However, I'm not sure how to use them and I also don't have the wavelet toolbox. Any help is greatly appreciated. Thanks.

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  • A definitive guide to Url Encoding in ASP .NET

    - by cbp
    I am starting to realise that there are about a bazillion different methods for encoding urls in .NET. I keep finding new ones. They all work slightly differently, but they all have essentially the same summary comments. Does anyone have a definitive matrix that shows the exact differences between the following methods: HttpUtility.UrlEncode HttpUtility.UrlPathEncode Server.UrlEncode Uri.EscapeUriString Uri.EscapeDataString ... are they any more? Also it would be good to match these up with use-cases e.g.: Urls in href attributes of a tags Urls to be displayed to the user in HTML Urls as querystring values (i.e. to be sent in GET requests) Urls to be sent in POST requests etc

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  • Metric 3d reconstruction

    - by srand
    I'm trying to reconstruct 3D points from 2D image correspondences. My camera is calibrated. The test images are of a checkered cube and correspondences are hand picked. Radial distortion is removed. After triangulation the construction seems to be wrong however. The X and Y values seem to be correct, but the Z values are about the same and do not differentiate along the cube. The 3D points look like as if the points were flattened along the Z-axis. What is going wrong in the Z values? Do the points need to be normalized or changed from image coordinates at any point, say before the fundamental matrix is computed? (If this is too vague I can explain my general process or elaborate on parts)

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  • how to build an accumulator array in matlab

    - by schwiz
    I'm very new to matlab so sorry if this is a dumb question. I have to following matrices: im = imread('image.jpg'); %<370x366 double> [y,x] = find(im); %x & y both <1280x1 double> theta; %<370x366 double> computed from gradient of image I can currently plot points one at a time like this: plot(x(502) + 120*cos(theta(y(502),x(502))),y(502) + 120*sin(theta(y(502),x(502))),'*b'); But what I want to do is some how increment an accumulator array, something like this: acc = zeros(size(im)); acc(y,x) = acc(x + 120*cos(theta(y,x)),y + 120*sin(theta(y,x)),'*b')) + 1; It would be nice if the 120 could actually be another matrix containing different radius values as well.

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  • java jama array problem

    - by agazerboy
    Hi All, I asked a question before but duffymo said it is not clear so i am going to post it again here. I am using Jama api for SVD calculation. I know very well about jama and SVD. Jama does not work if your column are more than rows. I have this situation. What should I do?? any help? I can't transpose the matrix too as it can produce wrong results. Thanks. P.S: I am calculating LSI with the help of jama. I am going like column(docs) and rows ( terms )

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  • R heatmaps - non-text labels?

    - by Carl
    I am making a heatmap plot; currently the axes are labeled by index number. However, the index number corresponds to a series of 1/0s, which my group typically represents with a row of filled(1) or unfilled(0) boxes (think chessboard, though not strictly alternating colors). I'd like to use that representation instead of the index numbers. Any suggestions? I've considered simply making the labels as a plot, and positioning that adjacent to the heatmap, but I'm not finding a convenient way to do that either. I will also appreciate answers that are more generically applicable. edit - current code: map <- data.matrix(read.csv("./heatmap.out", header=F, sep=" ")) # ...some clean-up p<-heatmap(map, Rowv=NA, Colv=NA, col=grey(10:0 / 10)) this simply labels the heatmap rows/cols by index number. heatmap.out is raw numeric data.

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  • Are stack based arrays possible in C#?

    - by Bob
    Let's say, hypothetically (read: I don't think I actually need this, but I am curious as the idea popped into my head), one wanted an array of memory set aside locally on the stack, not on the heap. For instance, something like this: private void someFunction() { int[20] stackArray; //C style; I know the size and it's set in stone } I'm guessing the answer is no. All I've been able to find is heap based arrays. If someone were to need this, would there be any workarounds? Is there any way to set aside a certain amount of sequential memory in a "value type" way? Or are structs with named parameters the only way (like the way the Matrix struct in XNA has 16 named parameters (M11-M44))?

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  • Sudoku solver evaluation function

    - by Rich
    Hi, So I'm trying to write a simple genetic algorithm for solving a sudoku (not the most efficient way, I know, but it's just to practice evolutionary algorithms). I'm having some problems coming up with an efficient evaluation function to test if the puzzle is solved or not and how many errors there are. My first instinct would be to check if each row and column of the matrix (doing it in octave, which is similar to matlab) have unique elements by ordering them, checking for duplicates and then putting them back the way they were, which seems long winded. Any thoughts? Sorry if this has been asked before...

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