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  • Is creating a separate pool for each individual image created from a png appropriate?

    - by Panzercrisis
    I'm still possibly a little green about object-pooling, and I want to make sure something like this is a sound design pattern before really embarking upon it. Take the following code (which uses the Starling framework in ActionScript 3): [Embed(source = "/../assets/images/game/misc/red_door.png")] private const RED_DOOR:Class; private const RED_DOOR_TEXTURE:Texture = Texture.fromBitmap(new RED_DOOR()); private const m_vRedDoorPool:Vector.<Image> = new Vector.<Image>(50, true); . . . public function produceRedDoor():Image { // get a Red Door image } public function retireRedDoor(pImage:Image):void { // retire a Red Door Image } Except that there are four colors: red, green, blue, and yellow. So now we have a separate pool for each color, a separate produce function for each color, and a separate retire function for each color. Additionally there are several items in the game that follow this 4-color pattern, so for each of them, we have four pools, four produce functions, and four retire functions. There are more colors involved in the images themselves than just their predominant one, so trying to throw all the doors, for instance, in a single pool, and then changing their color properties around isn't going to work. Also the nonexistence of the static keyword is due to its slowness in AS3. Is this the right way to do things?

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  • Is creating a separate pool for each individual png image in the same class appropriate?

    - by Panzercrisis
    I'm still possibly a little green about object-pooling, and I want to make sure something like this is a sound design pattern before really embarking upon it. Take the following code (which uses the Starling framework in ActionScript 3): [Embed(source = "/../assets/images/game/misc/red_door.png")] private const RED_DOOR:Class; private const RED_DOOR_TEXTURE:Texture = Texture.fromBitmap(new RED_DOOR()); private const m_vRedDoorPool:Vector.<Image> = new Vector.<Image>(50, true); . . . public function produceRedDoor():Image { // get a Red Door image } public function retireRedDoor(pImage:Image):void { // retire a Red Door Image } Except that there are four colors: red, green, blue, and yellow. So now we have a separate pool for each color, a separate produce function for each color, and a separate retire function for each color. Additionally there are several items in the game that follow this 4-color pattern, so for each of them, we have four pools, four produce functions, and four retire functions. There are more colors involved in the images themselves than just their predominant one, so trying to throw all the doors, for instance, in a single pool, and then changing their color properties around isn't going to work. Also the nonexistence of the static keyword is due to its slowness in AS3. Is this the right way to do things?

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  • Interesting 3d zooming technique

    - by stark
    Is it possible to zoom to a certain point on screen by modifying the field of view and rotating the camera as to keep that point/object in the same place on screen while zooming ? Changing the camera position is not allowed.. I projected the 3d pos of the object on screen and remembered it. Then on each frame I calculate the direction to it in camera space and then I construct a rotation matrix to align this direction to Z axis (in cam space). After this, I calculate the direction from the camera to the object in world space and transform this vector with the matrix I obtained earlier and then use this final vector as the camera's new direction. And it's actually "kinda working", the problem is that it is more/less off than the camera's rotation before starting to zoom depending on the area you are trying to zoom in (larger error on edges/corners). It looks acceptable, but I'm not settling for only this. Any suggestions/resources for doing this technique perfectly ? If some of you want to explain the math in detail, be my guests, I can understand these things well. Thanks. Edit: I'll check often for responses, I'm really curious about this :D

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  • What to do when TDD tests reveal new functionality that is needed that also needs tests?

    - by Joshua Harris
    What do you do when you are writing a test and you get to the point where you need to make the test pass and you realize that you need an additional piece of functionality that should be separated into its own function? That new function needs to be tested as well, but the TDD cycle says to Make a test fail, make it pass then refactor. If I am on the step where I am trying to make my test pass I'm not supposed to go off and start another failing test to test the new functionality that I need to implement. For example, I am writing a point class that has a function WillCollideWith(LineSegment): public class Point { // Point data and constructor ... public bool CollidesWithLine(LineSegment lineSegment) { Vector PointEndOfMovement = new Vector(Position.X + Velocity.X, Position.Y + Velocity.Y); LineSegment pointPath = new LineSegment(Position, PointEndOfMovement); if (lineSegment.Intersects(pointPath)) return true; return false; } } I was writing a test for CollidesWithLine when I realized that I would need a LineSegment.Intersects(LineSegment) function. But, should I just stop what I am doing on my test cycle to go create this new functionality? That seems to break the "Red, Green, Refactor" principle. Should I just write the code that detects that lineSegments Intersect inside of the CollidesWithLine function and refactor it after it is working? That would work in this case since I can access the data from LineSegment, but what about in cases where that kind of data is private?

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  • Moving characters on a grid [on hold]

    - by madmax1
    i am developing my first game with C++. My game uses a grid of rectangles. I have a class Board which manages the grid as a whole, initializes the terrain, places/removes characters, etc. It has a 2D vector of a class Field, which handles the Structure of the field, contained Objects, Characters, etc. Field again contains a vector of class Character, which are positioned on the field. Now i want to implement the functionality to move a character on the board, however dont know which is best practice to do so. Should i implement a moveCharacter(character, offset) function in Board, make it search for the character and move it? Or should i implement a function move(offset) in Character? This sure would be nicest, however makes characters necessary to know the board they are on, or the field which in turn knows the board. On the one hand i feel like i should avoid inclusion between classes as much as possible e.g. to increase portability of classes for different projects, on the other hand i think the character.move() functionality is most comfortable for further development. Im pretty new to "bigger" C++ projects and these kind of design questions pop up more and more often lately and i have troubles deciding. Thanks a lot for any advice!

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  • Calculating the correct particle angle in an outwards explosion

    - by Sun
    I'm creating a simple particle explosion but am stuck in finding the correct angle to rotate my particle. The effect I'm going for is similar to this: Where each particle is going outwards from the point of origin and at the correct angle. This is what I currently have: As you can see, each particle is facing the same angle, but I'm having a little difficulty figuring out the correct angle. I have the vector for the point of emission and the new vector for each particle, how can I use this to calculate the angle? Some code for reference: private Particle CreateParticle() { ... Vector2 velocity = new Vector2(2.0f * (float)(random.NextDouble() * 2 - 1), 2.0f * (float)(random.NextDouble() * 2 - 1)); direction = velocity - ParticleLocation; float angle = (float)Math.Atan2(direction.Y, direction.X); ... return new Particle(texture, position, velocity, angle, angularVelocity, color, size, ttl, EmitterLocation); } I am then using the angle created as so in my particles Draw method: spriteBatch.Draw(Texture, Position, null, Color, Angle, origin, Size, SpriteEffects.None, 0f);

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  • Rotating wheel with touch (adding momentum and slowing down the initial rate it can be moved

    - by Lewis
    I have a wheel control in a game which is setup like so: - (void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [touches anyObject]; CGPoint location = [touch locationInView:[touch view]]; location = [[CCDirector sharedDirector] convertToGL:location]; if (CGRectContainsPoint(wheel.boundingBox, location)) { CGPoint firstLocation = [touch previousLocationInView:[touch view]]; CGPoint location = [touch locationInView:[touch view]]; CGPoint touchingPoint = [[CCDirector sharedDirector] convertToGL:location]; CGPoint firstTouchingPoint = [[CCDirector sharedDirector] convertToGL:firstLocation]; CGPoint firstVector = ccpSub(firstTouchingPoint, wheel.position); CGFloat firstRotateAngle = -ccpToAngle(firstVector); CGFloat previousTouch = CC_RADIANS_TO_DEGREES(firstRotateAngle); CGPoint vector = ccpSub(touchingPoint, wheel.position); CGFloat rotateAngle = -ccpToAngle(vector); CGFloat currentTouch = CC_RADIANS_TO_DEGREES(rotateAngle); wheelRotation += (currentTouch - previousTouch) * 0.6; //limit speed 0.6 } } Now once the user lets go of the wheel I want it to rotate back to where it was before but not without taking into account the momentum of the swipe the user has done. This is the bit I really can't get my head around. So if the swipe generates a lot of momentum then the wheel will carry on moving slightly in that direction until the overall force which pulls the wheel back to the starting position kicks in. Any ideas/code snippets?

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  • Can someone explain the (reasons for the) implications of colum vs row major in multiplication/concatenation?

    - by sebf
    I am trying to learn how to construct view and projection matrices, and keep reaching difficulties in my implementation owing to my confusion about the two standards for matrices. I know how to multiply a matrix, and I can see that transposing before multiplication would completely change the result, hence the need to multiply in a different order. What I don't understand though is whats meant by only 'notational convention' - from the articles here and here the authors appear to assert that it makes no difference to how the matrix is stored, or transferred to the GPU, but on the second page that matrix is clearly not equivalent to how it would be laid out in memory for row-major; and if I look at a populated matrix in my program I see the translation components occupying the 4th, 8th and 12th elements. Given that: "post-multiplying with column-major matrices produces the same result as pre-multiplying with row-major matrices. " Why in the following snippet of code: Matrix4 r = t3 * t2 * t1; Matrix4 r2 = t1.Transpose() * t2.Transpose() * t3.Transpose(); Does r != r2 and why does pos3 != pos for: Vector4 pos = wvpM * new Vector4(0f, 15f, 15f, 1); Vector4 pos3 = wvpM.Transpose() * new Vector4(0f, 15f, 15f, 1); Does the multiplication process change depending on whether the matrices are row or column major, or is it just the order (for an equivalent effect?) One thing that isn't helping this become any clearer, is that when provided to DirectX, my column major WVP matrix is used successfully to transform vertices with the HLSL call: mul(vector,matrix) which should result in the vector being treated as row-major, so how can the column major matrix provided by my math library work?

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  • Predictive firing (in a tile-based game)

    - by n00bster
    I have a (turn-based) tile-based game, in which you can shoot at entities. You can move around with mouse and keyboard, it's all tile-based, except that bullets move "freely". I've got it all working just fine except that when I move, and the creatures shoot towards the player, they shoot towards the previous tiles.. resulting in ugly looking "miss hits" or lag. I think I need to implement some kind of predictive firing based on the bullet speed and the distance, but I don't quite know how to implement such a thing... Here's a simplified snip of my firing code. class Weapon { public void fire(int x, int y) { ... ... ... Creature owner = getOwner(); Tile targetTile = Zone.getTileAt(x, y); float dist = Vector.distance(owner.getCenterPosition(), targetTile.getCenterPosition()); Bullet b = new Bullet(); b.setPosition(owner.getCenterPosition()); // Take dist into account in the duration to get constant speed regardless of distance float duration = dist / 600f; // Moves the bullet to the centre of the target tile in the given amount of time (in seconds) b.moveTo(targetTile.getCenterPosition(), duration); // This is what I'm after // Vector v = predict the position // b.moveTo(v, duration); Zone.add(bullet); // Now the bullet gets "ticked" and moveTo will be implemented } } Movement of creatures is as simple as setting the position variable. If you need more information, just ask.

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  • What is the best way to store a table in C++

    - by Topo
    I'm programming a decision tree in C++ using a slightly modified version of the C4.5 algorithm. Each node represents an attribute or a column of your data set and it has a children per possible value of the attribute. My problem is how to store the training data set having in mind that I have to use a subset for each node so I need a quick way to only select a subset of rows and columns. The main goal is to do it in the most memory and time efficient possible (in that order of priority). The best way I have thought of is to have an array of arrays (or std::vector), or something like that, and for each node have a list (array, vector, etc) or something with the column,line(probably a tuple) pairs that are valid for that node. I now there should be a better way to do this, any suggestions? UPDATE: What I need is something like this: In the beginning I have this data: Paris 4 5.0 True New York 7 1.3 True Tokio 2 9.1 False Paris 9 6.8 True Tokio 0 8.4 False But for the second node I just need this data: Paris 4 5.0 New York 7 1.3 Paris 9 6.8 And for the third node: Tokio 2 9.1 Tokio 0 8.4 But with a table of millions of records with up to hundreds of columns. What I have in mind is keep all the data in a matrix, and then for each node keep the info of the current columns and rows. Something like this: Paris 4 5.0 True New York 7 1.3 True Tokio 2 9.1 False Paris 9 6.8 True Tokio 0 8.4 False Node 2: columns = [0,1,2] rows = [0,1,3] Node 3: columns = [0,1,2] rows = [2,4] This way on the worst case scenario I just have to waste size_of(int) * (number_of_columns + number_of_rows) * node That is a lot less than having an independent data matrix for each node.

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  • Rotating a sprite to touch

    - by user1691659
    I know this has been asked before and Ive looked through peoples questions and answers all over the internet and I just cant get it to work. Im sure its down to my inexperience. Ive got an arrow attached to a sprite, this sprite appears when touched but I want the arrow to point where the sprite will launch. I have had the arrow moving but it was very erratic and not pointing as it should. Its not moving at the moment but this is what I have. - (void)update:(ccTime)delta { arrow.rotation = dialRotation; } -(void) ccTouchMoved:(UITouch*)touch withEvent:(UIEvent *)event { pt1 = [self convertTouchToNodeSpace:touch]; CGPoint firstVector = ccpSub(pt, arrow.position); CGFloat firstRotateAngle = -ccpToAngle(firstVector); CGFloat previousTouch = CC_RADIANS_TO_DEGREES(firstRotateAngle); CGPoint vector = ccpSub(pt1, arrow.position); CGFloat rotateAngle = -ccpToAngle(vector); CGFloat currentTouch = CC_RADIANS_TO_DEGREES(rotateAngle); dialRotation += currentTouch - previousTouch; } I have got pt from ccTouchBegan the same way as pt1 Thanks

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  • Is there a way to put relationships/contraints into CSS?

    - by hekevintran
    In every design tool or art principle I've heard of, relationships are a central theme. By relationships I mean the thing you can do in Adobe Illustrator to specify that the height of one shape is equal to half the height of another. You cannot express this information in CSS. CSS hard-codes all values. Using a language like LESS that allows variables and arithmetic you can get closer to relationships but it's still a CSS variant. This inability in my mind is the biggest problem with CSS. CSS is supposed to be a language that describes the visual component of a Web page but it ignores relationships and contraints, ideas that are at the core of art. How possible is it to imagine a new Web design language that can express relationships and contraints that can be implemented in JavaScript using the current CSS properties?

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  • RegEx - Match optional groups

    - by Maurizio
    I know RE is not the best way to scrape HTMLs, but this is it... I have some something like: <td> Writing: <a href="creator.php?c=CCh">Carlo Chendi</a> Art: <a href="creator.php?c=LBo">Luciano Bottaro</a> </td> And I need to match the Writing and Art parts. But it is not said they're there and there could be other parts like Ink and Pencils... How do i do this ? I need to use pure Regex, no additional Python libs... Thanks !

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  • NHibernate.Linq to Criteria API translation help needed

    - by Arnis L.
    I'm not sure how to add paging to this: Session.Linq<Article>() .Where(art => art.Tags.Any(t => t.Name == tag)).ToList(). So i decided to use Criteria API. var rowCount = Session.CreateCriteria(typeof(Article)) .SetProjection(Projections.RowCount()).FutureValue<Int32>(); var res = Session.CreateCriteria(typeof(Article)) .Add(/* any help with this? :) */) .SetFirstResult(page * pageSize) .SetMaxResults(pageSize) .AddOrder(new Order("DatePublish", true)) .Future<Article>(); totalCount = rowCount.Value; Any help appreciated.

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  • how do i see if a big JSON object contains a value?

    - by Haroldo
    I'm using PHP to json encode a massive multi-dimensional array of events, so i get something like this: var ents = {"7":{"event_id":"7","nn":"The Whisky Drifters","nn_url":"the-whisky-drifters","venue":"The Grain Barge","date_num":"2010-06-11","date_txt":"Friday 11th June","gig_club":"1","sd":"A New Acoustic String Band...","ven_id":"44","art":0},"15":{"event_id":"15","nn":"Bass Kitchen","nn_url":"bass-kitchen","venue":"Timbuk2","date_num":"2010-06-11","date_txt":"Friday 11th June","gig_club":"2","sd":"Hexadecimal \/ DJ Derek \/ Id","ven_id":"21","art":1}, the first dimension is the id, see var ents = {"7":{ So its possible to get the ids without examining the nested objects... What's the fastest, most efficent way to check if my JSON contains an id?

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  • JavaScript Resource Management Design Pattern

    - by Adam
    As a web developer, a common problem I find myself tackling is waiting for something to load before doing something else. In particular, I often hide (using either display: none; or visibility: hidden; depending on the situation) elements while waiting for a background image or a CSS file to load. Consider this example from Last.FM. They overlay a semi-transparant PNG over each album art image so that it looks like it's inside a jewel-case. They let it load when it loads, so depending on your internet speed, you may see the art image by itself (without the overlay) temporarily. In this case, the album art looks fine without the jewel-case effect. But in similar situations, I have found that I don't want the user to see the site's design mangled as resources incrementally load. So, in rare cases I have hidden everything from the user until the whole kit and kaboodle has loaded. But this is often a pain to write out, and may force the user to wait for a pretty long time to see anything (besides "loading..." text). I can think of (and have used on occasion) some obvious solutions/compromises: Use some inline CSS so that as certain parts of the DOM load and render, they will immediately have the correct size/position/etc. Immediately render the navigation part of the site, so that if the user wanted to use the current page purely to get somewhere else, they don't have to wait for the rest to load. Load pixelated images first as placeholders for layout while lazy-loading higher quality images as replacements. Something quirky like using a cute animated gif to distract the user during a "loading..." phase. Show useful information as a reference while loading the full UI. (Something akin to Gmail Inbox Preview, etc.) (Sorry if my question was basically just asked and answered...) Despite all of these ideas, I still find myself hoping there are better ways of doing some of these things. So I guess what I'm looking for is some inspiration and/or any creative ways of dealing with this problem that you guys may have seen out in the wild.

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  • Tips for optimizing C#/.NET programs

    - by Bob
    It seems like optimization is a lost art these days. Wasn't there a time when all programmers squeezed every ounce of efficiency from their code? Often doing so while walking 5 miles in the snow? In the spirit of bringing back a lost art, what are some tips that you know of for simple (or perhaps complex) changes to optimize C#/.NET code? Since it's such a broad thing that depends on what one is trying to accomplish it'd help to provide context with your tip. For instance: When concatenating many strings together use StringBuilder instead. If you're only concatenating a handful of strings it's ok to use the + operator. Use string.Compare to compare 2 strings instead of doing something like string1.ToLower() == string2.ToLower()

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  • application reporting.

    - by joshua
    I am just wondering, should i build the reporting engine inside my web application or i should use a third party tool that users will login to and access reports? what is the best case. Which java reporting tools do you guys use and for what reason? i am familiar with jasper and i have used it but its on GPL license so i dont intend to use it in an close project. I am exploring ART art.sourceforge.net . Regards. Josh

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  • ggplot geom_bar - to many bars

    - by Andreas
    I am sorry for the non-informative title. exstatus <- structure(list(org = structure(c(2L, 1L, 7L, 3L, 6L, 2L, 2L, 7L, 2L, 1L, 2L, 2L, 4L, 2L, 2L, 2L, 2L, 2L, 2L, 1L, 8L, 4L, 2L, 2L, 5L, 7L, 8L, 6L, 2L, 7L, 2L, 2L, 7L, 2L, 2L, 2L, 2L, 4L, 2L, 2L, 1L, 2L, 2L, 7L, 2L, 7L, 2L, 4L, 7L, 2L, 4L, 2L, 2L, 2L, 7L, 7L, 2L, 7L, 2L, 7L, 1L, 7L, 5L, 2L, 2L, 1L, 7L, 3L, 5L, 3L, 2L, 2L, 2L, 7L, 4L, 2L, 7L, 2L, 4L, 2L, 2L, 2L, 4L, 6L, 2L, 4L, 4L, 7L, 2L, 2L, 2L, 7L, 6L, 2L, 2L, 1L, 2L, 2L, 4L, 1L, 2L, 2L, 2L, 2L, 2L, 2L, 2L, 2L, 2L, 1L, 6L, 2L, 7L, 7L, 2L, 7L, 8L, 7L, 8L, 6L, 7L, 2L, 2L, 2L, 7L, 2L, 7L, 2L, 7L, 2L, 7L, 2L, 4L, 2L, 7L, 2L, 4L, 8L, 2L, 3L, 4L, 2L, 7L, 3L, 8L, 8L, 6L, 2L, 2L, 2L, 7L, 7L, 7L, 7L, 2L, 2L, 2L, 2L, 7L, 2L, 4L, 7L, 7L, 8L, 2L, 7L, 2L, 2L, 2L, 2L, 1L, 7L, 7L, 2L, 1L, 7L, 2L, 7L, 7L, 2L, 2L, 7L, 2L, 2L, 7L, 7L, 2L, 7L, 2L, 7L, 5L, 2L), .Label = c("gl", "il", "gm", "im", "gk", "ik", "tv", "tu"), class = "factor"), art = structure(c(2L, 1L, 3L, 1L, 2L, 2L, 2L, 3L, 2L, 1L, 2L, 2L, 2L, 2L, 2L, 2L, 2L, 2L, 2L, 1L, 3L, 2L, 2L, 2L, 1L, 3L, 3L, 2L, 2L, 3L, 2L, 2L, 3L, 2L, 2L, 2L, 2L, 2L, 2L, 2L, 1L, 2L, 2L, 3L, 2L, 3L, 2L, 2L, 3L, 2L, 2L, 2L, 2L, 2L, 3L, 3L, 2L, 3L, 2L, 3L, 1L, 3L, 1L, 2L, 2L, 1L, 3L, 1L, 1L, 1L, 2L, 2L, 2L, 3L, 2L, 2L, 3L, 2L, 2L, 2L, 2L, 2L, 2L, 2L, 2L, 2L, 2L, 3L, 2L, 2L, 2L, 3L, 2L, 2L, 2L, 1L, 2L, 2L, 2L, 1L, 2L, 2L, 2L, 2L, 2L, 2L, 2L, 2L, 2L, 1L, 2L, 2L, 3L, 3L, 2L, 3L, 3L, 3L, 3L, 2L, 3L, 2L, 2L, 2L, 3L, 2L, 3L, 2L, 3L, 2L, 3L, 2L, 2L, 2L, 3L, 2L, 2L, 3L, 2L, 1L, 2L, 2L, 3L, 1L, 3L, 3L, 2L, 2L, 2L, 2L, 3L, 3L, 3L, 3L, 2L, 2L, 2L, 2L, 3L, 2L, 2L, 3L, 3L, 3L, 2L, 3L, 2L, 2L, 2L, 2L, 1L, 3L, 3L, 2L, 1L, 3L, 2L, 3L, 3L, 2L, 2L, 3L, 2L, 2L, 3L, 3L, 2L, 3L, 2L, 3L, 1L, 2L), .Label = c("Finish", "Attending", "Something"), class = "factor"), type = structure(c(2L, 2L, 5L, 3L, 1L, 2L, 2L, 5L, 2L, 2L, 2L, 2L, 3L, 2L, 2L, 2L, 2L, 2L, 2L, 2L, 4L, 3L, 2L, 2L, 1L, 5L, 4L, 1L, 2L, 5L, 2L, 2L, 5L, 2L, 2L, 2L, 2L, 3L, 2L, 2L, 2L, 2L, 2L, 5L, 2L, 5L, 2L, 3L, 5L, 2L, 3L, 2L, 2L, 2L, 5L, 5L, 2L, 5L, 2L, 5L, 2L, 5L, 1L, 2L, 2L, 2L, 5L, 3L, 1L, 3L, 2L, 2L, 2L, 5L, 3L, 2L, 5L, 2L, 3L, 2L, 2L, 2L, 3L, 1L, 2L, 3L, 3L, 5L, 2L, 2L, 2L, 5L, 1L, 2L, 2L, 2L, 2L, 2L, 3L, 2L, 2L, 2L, 2L, 2L, 2L, 2L, 2L, 2L, 2L, 2L, 1L, 2L, 5L, 5L, 2L, 5L, 4L, 5L, 4L, 1L, 5L, 2L, 2L, 2L, 5L, 2L, 5L, 2L, 5L, 2L, 5L, 2L, 3L, 2L, 5L, 2L, 3L, 4L, 2L, 3L, 3L, 2L, 5L, 3L, 4L, 4L, 1L, 2L, 2L, 2L, 5L, 5L, 5L, 5L, 2L, 2L, 2L, 2L, 5L, 2L, 3L, 5L, 5L, 4L, 2L, 5L, 2L, 2L, 2L, 2L, 2L, 5L, 5L, 2L, 2L, 5L, 2L, 5L, 5L, 2L, 2L, 5L, 2L, 2L, 5L, 5L, 2L, 5L, 2L, 5L, 1L, 2L), .Label = c("short", "long", "between", "young", "old"), class = "factor")), .Names = c("org", "art", "type"), row.names = c(NA, -192L), class = "data.frame") and then the plot ggplot(exstatus, aes(x=type, fill=art))+ geom_bar(aes(y=..count../sum(..count..)),position="dodge") The problem is that the two rightmost bars ("young", "old") are too thick - "something" takes up the whole width - whcih is not what I intended. I am sorry that I can not explain it better.

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  • Opengl problem with texture in model from obj

    - by subSeven
    Hello! I writing small program in OpenGL, and I have problem ( textures are skew, and I dont know why, this model work in another obj viewer) What I have: http://img696.imageshack.us/i/obrazo.png/ What I want http://img88.imageshack.us/i/obraz2d.jpg/ This code where I load texture: bool success; ILuint texId; GLuint image; ilGenImages(1, &texId); ilBindImage(texId); success = ilLoadImage((WCHAR*)fileName.c_str()); if(success) { success = ilConvertImage(IL_RGB, IL_UNSIGNED_BYTE); if(!success) { return false; } } else { return false; } glGenTextures(1, &image); glBindTexture(GL_TEXTURE_2D, image); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, ilGetInteger(IL_IMAGE_BPP), ilGetInteger(IL_IMAGE_WIDTH), ilGetInteger(IL_IMAGE_HEIGHT), 0, ilGetInteger(IL_IMAGE_FORMAT), GL_UNSIGNED_BYTE, ilGetData()); ilDeleteImages(1, &texId); Code to load obj: triangles.clear(); std::ifstream in; std::string cmd; in.open (fileName.c_str()); if (in.is_open()) { while(!in.eof()) { in>>cmd; if(cmd=="v") { Vector3d vector; in>>vector.x; in>>vector.y; in>>vector.z; points.push_back(vector); } if(cmd=="vt") { Vector2d texcord; in>>texcord.x; in>>texcord.y; texcords.push_back(texcord); } if(cmd=="vn") { Vector3d normal; in>>normal.x; in>>normal.y; in>>normal.z; normals.push_back(normal); } if(cmd=="f") { Triangle triangle; std::string str; std::string str1,str2,str3; std::string delimeter("/"); int pos; int n; std::stringstream ss (std::stringstream::in | std::stringstream::out); in>>str; pos = str.find(delimeter); str1 = str.substr(0,pos); str2 = str.substr(pos+delimeter.length()); pos = str2.find(delimeter); str3 = str2.substr(pos+delimeter.length()); str2 = str2.substr(0,pos); ss<<str1; ss>>n; triangle.a= n-1; ss.clear(); ss<<str3; ss>>n; triangle.an =n-1; ss.clear(); ss<<str2; ss>>n; ss.clear(); triangle.atc = n-1; in>>str; pos = str.find(delimeter); str1 = str.substr(0,pos); str2 = str.substr(pos+delimeter.length()); pos = str2.find(delimeter); str3 = str2.substr(pos+delimeter.length()); str2 = str2.substr(0,pos); ss<<str1; ss>>n; triangle.b= n-1; ss.clear(); ss<<str3; ss>>n; triangle.bn =n-1; ss.clear(); ss<<str2; ss>>n; ss.clear(); triangle.btc = n-1; in>>str; pos = str.find(delimeter); str1 = str.substr(0,pos); str2 = str.substr(pos+delimeter.length()); pos = str2.find(delimeter); str3 = str2.substr(pos+delimeter.length()); str2 = str2.substr(0,pos); ss<<str1; ss>>n; triangle.c= n-1; ss.clear(); ss<<str3; ss>>n; triangle.cn =n-1; ss.clear(); ss<<str2; ss>>n; ss.clear(); triangle.ctc = n-1; triangles.push_back(triangle); } cmd = ""; } in.close(); return true; } return false; Code to draw model: glEnable(GL_TEXTURE_2D); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); glBindTexture(GL_TEXTURE_2D,image); glBegin(GL_TRIANGLES); for(int i=0;i<triangles.size();i++) { glTexCoord2f(texcords[triangles[i].ctc].x, texcords[triangles[i].ctc].y); glNormal3f(normals[triangles[i].cn].x, normals[triangles[i].cn].y, normals[triangles[i].cn].z); glVertex3f( points[triangles[i].c].x, points[triangles[i].c].y, points[triangles[i].c].z); glTexCoord2f(texcords[triangles[i].btc].x, texcords[triangles[i].btc].y); glNormal3f(normals[triangles[i].bn].x, normals[triangles[i].bn].y, normals[triangles[i].bn].z); glVertex3f( points[triangles[i].b].x, points[triangles[i].b].y, points[triangles[i].b].z); glTexCoord2f(texcords[triangles[i].atc].x, texcords[triangles[i].atc].y); glNormal3f(normals[triangles[i].an].x, normals[triangles[i].an].y, normals[triangles[i].an].z); glVertex3f( points[triangles[i].a].x, points[triangles[i].a].y, points[triangles[i].a].z); } glEnd(); glDisable(GL_TEXTURE_2D); Mayby someone find mistake in this

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  • Can't start managed server in Oracle Weblogic 10.3.2

    - by Neuquino
    I installed Oracle SOA Suite 11g. I start the NodeManager successfully. I start the AdminServer successfully. When I go to start the soa serve (soa_server1) I get this output: NMProcess: <Mar 15, 2010 3:33:30 PM> <WARNING> <Exception while starting server 'soa_server1'> NMProcess: java.io.IOException: Server failed to start up. See server output log for more details. NMProcess: at weblogic.nodemanager.server.ServerManager.start(ServerManager.java:331) NMProcess: at weblogic.nodemanager.server.Handler.handleStart(Handler.java:541) NMProcess: at weblogic.nodemanager.server.Handler.handleCommand(Handler.java:116) NMProcess: at weblogic.nodemanager.server.Handler.run(Handler.java:70) NMProcess: at java.lang.Thread.run(Thread.java:619) NMProcess: NMProcess: Mar 15, 2010 3:33:30 PM weblogic.nodemanager.server.Handler handleStart NMProcess: WARNING: Exception while starting server 'soa_server1' NMProcess: java.io.IOException: Server failed to start up. See server output log for more details. NMProcess: at weblogic.nodemanager.server.ServerManager.start(ServerManager.java:331) NMProcess: at weblogic.nodemanager.server.Handler.handleStart(Handler.java:541) NMProcess: at weblogic.nodemanager.server.Handler.handleCommand(Handler.java:116) NMProcess: at weblogic.nodemanager.server.Handler.run(Handler.java:70) NMProcess: at java.lang.Thread.run(Thread.java:619) Error Starting server soa_server1: weblogic.nodemanager.NMException: Exception while starting server 'soa_server1' In the log file I've got this: Enter username to boot WebLogic server:Enter password to boot WebLogic server: There are 1 nested errors: weblogic.management.ManagementException: Booting as admin server, but servername, soa_server1, does not match the admin server name, AdminServer at weblogic.management.provider.internal.RuntimeAccessService.start(RuntimeAccessService.java:67) at weblogic.t3.srvr.ServerServicesManager.startService(ServerServicesManager.java:461) at weblogic.t3.srvr.ServerServicesManager.startInStandbyState(ServerServicesManager.java:166) at weblogic.t3.srvr.T3Srvr.initializeStandby(T3Srvr.java:749) at weblogic.t3.srvr.T3Srvr.startup(T3Srvr.java:488) at weblogic.t3.srvr.T3Srvr.run(T3Srvr.java:446) at weblogic.Server.main(Server.java:67) > <Mar 15, 2010 3:33:30 PM ART> <Notice> <WebLogicServer> <BEA-000365> <Server state changed to FAILED> <Mar 15, 2010 3:33:30 PM ART> <Error> <WebLogicServer> <BEA-000383> <A critical service failed. The server will shut itself down> <Mar 15, 2010 3:33:30 PM ART> <Notice> <WebLogicServer> <BEA-000365> <Server state changed to FORCE_SHUTTING_DOWN> <Mar 15, 2010 3:33:30 PM> <FINEST> <NodeManager> <Waiting for the process to die: 31144> <Mar 15, 2010 3:33:30 PM> <INFO> <NodeManager> <Server failed during startup so will not be restarted> <Mar 15, 2010 3:33:30 PM> <FINEST> <NodeManager> <runMonitor returned, setting finished=true and notifying waiters> Do you have any clue of what is happening? If you need more info, just ask for it. thanks in advance

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  • Getting Started with Media Browser for Windows Media Center

    - by DigitalGeekery
    If you are a Windows Media Center user, you’ll really want to check out Media Browser. The Media Browser plug-in for Windows Media Center takes your digital media files and displays them in a visually appealing, user friendly interface, complete with images and metadata. Requirements Windows 7 or Vista Microsoft .Net 3.5 Framework  Preparing your Media Files For Media Browser to be able to automatically download images and metadata for your media libraries, your files will have to be correctly named. For example, if you have an mp4 file of the movie Batman Begins, it needs to be named Batman Begins.mp4. It cannot be Batmanbegins.mp4 or Batman-begins.mp4. Otherwise, it’s unlikely that Media Browser will display images and metadata. If you find some of your files aren’t pulling cover art or metadata, double-check the official title of the media on a site like IMBD.com. TV Show files TV show files are handled a bit differently. Every TV series in your collection must have a main folder with the show’s name and individual subfolders for each season. Here is an example of folder structure and supported naming conventions. TV Shows\South Park\Season 1\s01e01 – episode 1.mp4 TV Shows\South Park\Season 1\South Park 1×01 – episode 1.mp4 TV Shows\South Park\Season 1\101 – episode 1.mp4  Note: You need to always have a Season 1 folder even if the show only has only one season. If you have several seasons of a particular show, but don’t happen to have Season 1, simply create a blank season 1 folder. Without a season 1 folder, other seasons will not display properly. Installation and Configuration Download and run the latest Media Browser .msi file by taking the defaults. (Download link below) When you reach the final window, leave the “Configure initial settings” box checked, and click “Finish.” You may get a pop up window informing you that folder permissions are not set correctly for Media Browser. Click “Yes.” Adding Your Media The Browser Configuration Tool should have opened automatically. If not, you can open it by going to Start > All Programs > Media Browser > Media Browser Configuration Wizard. To begin adding media files, click “Add.” Browse for a folder that contains media files and click “OK.” Here we are adding a folder with a group of movie files. You can add multiple folders to each media library. For example, if you have movie files stored in 4 or 5 different folders, you can add them all under a single library in Media Browser.  To add additional folders, click the “Add” button on the right side under your currently added folder. The “Add” button to the left will add an additional Media Library, such as one for TV Shows. When you are finished, close out of the Media Browser Configuration Tool. Open Windows Media Center. You will see Media Browser tile on the main interface. Click to open it. When you initially open Media Browser, you will be prompted to run the initial configuration. Click “OK.” You will see a few general configuration options. The important option is the Metadata. Leave this option checked (it is by default) if you wish to pull images & other metadata for your media. When finished, click “Continue,” and then “OK” to restart Media Browser. When you re-enter Media Browser you’ll see your Media Categories listed below, and recently added files in the main display. Click on a Media Library to view the files.   Click “View” at the top to check out some of the different display options to choose from. Below you see can “Detail.” This presents your videos in a list to the left. When you hover over a title, the synopsis and cover art is displayed to the right. “Cover Flow” displays your titles in a right to left format with mirror cover art. “Thumb Strip” displays your titles in a strip along the bottom with a synopsis, image, and movie data above. Configurations Settings and options can be changed through the Media Browser Configuration Tool, or directly in Media Browser by clicking on the “Wrench” at the bottom right of the main Media Browser page. Certain settings may only be available in one location or the other. Some will be available in both places.   Plug-ins and Themes Media Browser features a variety of Plug-ins and Themes that can add optional customization and slick visual appeal. To install plug-ins or themes, open the Media Browser Configuration Tool. Click on the “plug-ins” tab, and then the “More Plug-ins…” button. Note: Clicking on “Advanced” at the top will reveal several additional configuration tabs. Browse the list of plug-ins on the left. When you find want you like, select it and then click “Install.” When the install is complete, you’ll see them listed under “Installed Plug-ins.” To activate any installed theme, click on the “Display” tab. Select it from the Visual Theme drop down list. Close out of the Media Browser Configuration Tool when finished. Some themes, such as the “Diamond” theme shown below, include optional views and settings which can be accessed through a configuration button at the top of the screen. Clicking on the movie gives you additional images and information such as a synopsis, runtime, IMDB rating…   … and even actors and character names.   All that’s left is to hit “Play” when you’re ready to watch.   Conclusion Media Browser is a fantastic plug-in that brings an entirely different level of media management and aesthetics to Windows Media Center. There are numerous additional customizations and configurations we have not covered here such as adding film trailers, music support, and integrating Recorded TV. Media Browser will run on both Windows 7 and Vista. Extenders are also supported but may require additional configuration. Download Media Browser Similar Articles Productive Geek Tips Using Netflix Watchnow in Windows Vista Media Center (Gmedia)Schedule Updates for Windows Media CenterIntegrate Hulu Desktop and Windows Media Center in Windows 7Add Color Coding to Windows 7 Media Center Program GuideIntegrate Boxee with Media Center in Windows 7 TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 If it were only this easy SyncToy syncs Files and Folders across Computers on a Network (or partitions on the same drive) Classic Cinema Online offers 100’s of OnDemand Movies OutSync will Sync Photos of your Friends on Facebook and Outlook Windows 7 Easter Theme YoWindoW, a real time weather screensaver

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  • Need to Know

    - by Tony Davis
    Sometimes, I wonder whether writers of documentation, tutorials and articles stop to ask themselves one very important question: Does the reader really need to know this? I recently took on the task of writing a concise series of articles about the transaction log, what is it, how it works and why it's important. It was an enjoyable task; rather like peering inside a giant, complex clock mechanism. Initially, one sees only the basic components, which work to guarantee the integrity of database transactions, and preserve these transactions so that data can be restored to a previous point in time. On closer inspection, one notices all of small, arcane mechanisms that are necessary to make this happen; LSNs, virtual log files, log chains, database checkpoints, and so on. It was engrossing, escapist, stuff; what I'd written looked weighty and steeped in mysterious significance. Suddenly, however, I jolted myself back to reality with the awful thought "does anyone really need to know all this?" The driver of a car needs only to be dimly aware of what goes on under the hood, however exciting the mechanism is to the engineer. Similarly, while everyone who uses SQL Server ought to be aware of the transaction log, its role in guaranteeing the ACID properties, and how to control its growth, the intricate mechanisms ticking away under its clock face are a world away from the daily work of the harassed developer. The DBA needs to know more, such as the correct rituals for ensuring optimal performance and data integrity, setting the appropriate growth characteristics, backup routines, restore procedures, and so on. However, even then, the average DBA only needs to understand enough about the arcane processes to spot problems and react appropriately, or to know how to Google for the best way of dealing with it. The art of technical writing is tied up in intimate knowledge of your audience and what they need to know at any point. It means serving up just enough at each point to help the reader in a practical way, but not to overcook it, or stuff the reader with information that does them no good. When I think of the books and articles that have helped me the most, they have been full of brief, practical, and well-informed guidance, based on experience. This seems far-removed from the 900-page "beginner's guides" that one now sees everywhere. The more I write and edit, the more I become convinced that the real art of technical communication lies in knowing what to leave out. In what areas do the SQL Server technical materials suffer from "information overload"? Where else does it seem that concise, practical advice is drowned out by endless discussion of the "clock mechanisms"? Cheers, Tony.

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  • How to Enable Google Chrome’s Secret Gold Icon

    - by The Geek
    You might not realize this, but there’s actually another icon hidden inside the Google Chrome executable file—and it’s a high-quality version of the same logo, but golden. Here’s how to use it. If you’re wondering how we got the smooth icon you’re seeing above, it’s because the latest dev channel version switched the icon from the older style.How to Enable Google Chrome’s Secret Gold IconHow to Create an Easy Pixel Art Avatar in Photoshop or GIMPInternet Explorer 9 Released: Here’s What You Need To Know

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  • NET Math Libraries

    - by JoshReuben
    NET Mathematical Libraries   .NET Builder for Matlab The MathWorks Inc. - http://www.mathworks.com/products/netbuilder/ MATLAB Builder NE generates MATLAB based .NET and COM components royalty-free deployment creates the components by encrypting MATLAB functions and generating either a .NET or COM wrapper around them. .NET/Link for Mathematica www.wolfram.com a product that 2-way integrates Mathematica and Microsoft's .NET platform call .NET from Mathematica - use arbitrary .NET types directly from the Mathematica language. use and control the Mathematica kernel from a .NET program. turns Mathematica into a scripting shell to leverage the computational services of Mathematica. write custom front ends for Mathematica or use Mathematica as a computational engine for another program comes with full source code. Leverages MathLink - a Wolfram Research's protocol for sending data and commands back and forth between Mathematica and other programs. .NET/Link abstracts the low-level details of the MathLink C API. Extreme Optimization http://www.extremeoptimization.com/ a collection of general-purpose mathematical and statistical classes built for the.NET framework. It combines a math library, a vector and matrix library, and a statistics library in one package. download the trial of version 4.0 to try it out. Multi-core ready - Full support for Task Parallel Library features including cancellation. Broad base of algorithms covering a wide range of numerical techniques, including: linear algebra (BLAS and LAPACK routines), numerical analysis (integration and differentiation), equation solvers. Mathematics leverages parallelism using .NET 4.0's Task Parallel Library. Basic math: Complex numbers, 'special functions' like Gamma and Bessel functions, numerical differentiation. Solving equations: Solve equations in one variable, or solve systems of linear or nonlinear equations. Curve fitting: Linear and nonlinear curve fitting, cubic splines, polynomials, orthogonal polynomials. Optimization: find the minimum or maximum of a function in one or more variables, linear programming and mixed integer programming. Numerical integration: Compute integrals over finite or infinite intervals, over 2D and higher dimensional regions. Integrate systems of ordinary differential equations (ODE's). Fast Fourier Transforms: 1D and 2D FFT's using managed or fast native code (32 and 64 bit) BigInteger, BigRational, and BigFloat: Perform operations with arbitrary precision. Vector and Matrix Library Real and complex vectors and matrices. Single and double precision for elements. Structured matrix types: including triangular, symmetrical and band matrices. Sparse matrices. Matrix factorizations: LU decomposition, QR decomposition, singular value decomposition, Cholesky decomposition, eigenvalue decomposition. Portability and performance: Calculations can be done in 100% managed code, or in hand-optimized processor-specific native code (32 and 64 bit). Statistics Data manipulation: Sort and filter data, process missing values, remove outliers, etc. Supports .NET data binding. Statistical Models: Simple, multiple, nonlinear, logistic, Poisson regression. Generalized Linear Models. One and two-way ANOVA. Hypothesis Tests: 12 14 hypothesis tests, including the z-test, t-test, F-test, runs test, and more advanced tests, such as the Anderson-Darling test for normality, one and two-sample Kolmogorov-Smirnov test, and Levene's test for homogeneity of variances. Multivariate Statistics: K-means cluster analysis, hierarchical cluster analysis, principal component analysis (PCA), multivariate probability distributions. Statistical Distributions: 25 29 continuous and discrete statistical distributions, including uniform, Poisson, normal, lognormal, Weibull and Gumbel (extreme value) distributions. Random numbers: Random variates from any distribution, 4 high-quality random number generators, low discrepancy sequences, shufflers. New in version 4.0 (November, 2010) Support for .NET Framework Version 4.0 and Visual Studio 2010 TPL Parallellized – multicore ready sparse linear program solver - can solve problems with more than 1 million variables. Mixed integer linear programming using a branch and bound algorithm. special functions: hypergeometric, Riemann zeta, elliptic integrals, Frensel functions, Dawson's integral. Full set of window functions for FFT's. Product  Price Update subscription Single Developer License $999  $399  Team License (3 developers) $1999  $799  Department License (8 developers) $3999  $1599  Site License (Unlimited developers in one physical location) $7999  $3199    NMath http://www.centerspace.net .NET math and statistics libraries matrix and vector classes random number generators Fast Fourier Transforms (FFTs) numerical integration linear programming linear regression curve and surface fitting optimization hypothesis tests analysis of variance (ANOVA) probability distributions principal component analysis cluster analysis built on the Intel Math Kernel Library (MKL), which contains highly-optimized, extensively-threaded versions of BLAS (Basic Linear Algebra Subroutines) and LAPACK (Linear Algebra PACKage). Product  Price Update subscription Single Developer License $1295 $388 Team License (5 developers) $5180 $1554   DotNumerics http://www.dotnumerics.com/NumericalLibraries/Default.aspx free DotNumerics is a website dedicated to numerical computing for .NET that includes a C# Numerical Library for .NET containing algorithms for Linear Algebra, Differential Equations and Optimization problems. The Linear Algebra library includes CSLapack, CSBlas and CSEispack, ports from Fortran to C# of LAPACK, BLAS and EISPACK, respectively. Linear Algebra (CSLapack, CSBlas and CSEispack). Systems of linear equations, eigenvalue problems, least-squares solutions of linear systems and singular value problems. Differential Equations. Initial-value problem for nonstiff and stiff ordinary differential equations ODEs (explicit Runge-Kutta, implicit Runge-Kutta, Gear's BDF and Adams-Moulton). Optimization. Unconstrained and bounded constrained optimization of multivariate functions (L-BFGS-B, Truncated Newton and Simplex methods).   Math.NET Numerics http://numerics.mathdotnet.com/ free an open source numerical library - includes special functions, linear algebra, probability models, random numbers, interpolation, integral transforms. A merger of dnAnalytics with Math.NET Iridium in addition to a purely managed implementation will also support native hardware optimization. constants & special functions complex type support real and complex, dense and sparse linear algebra (with LU, QR, eigenvalues, ... decompositions) non-uniform probability distributions, multivariate distributions, sample generation alternative uniform random number generators descriptive statistics, including order statistics various interpolation methods, including barycentric approaches and splines numerical function integration (quadrature) routines integral transforms, like fourier transform (FFT) with arbitrary lengths support, and hartley spectral-space aware sequence manipulation (signal processing) combinatorics, polynomials, quaternions, basic number theory. parallelized where appropriate, to leverage multi-core and multi-processor systems fully managed or (if available) using native libraries (Intel MKL, ACMS, CUDA, FFTW) provides a native facade for F# developers

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