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  • Drawing application on OpenGL for iOS (iPad)

    - by Alesia
    Some help is needed. I'm developing drawing application on OpenGL (deployment target 4.0) for iOS (iPad). We have 3 drawing tools: pen, marker (with alfa) and eraser. I draw with textures, using blending in orthographic projection. I can't use z-ordering because in this case I have to face a lot of troubles with cutting and erasing. The thing that I need is to make the pen be always on the top. When I first use marker and than pen - it's ok. But if I use pen first and marker over the pen - I can't see pen color under marker. I'd appreciate any help or advice. Thank you veeeeeery much!

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  • Could multiple uses of the same keywords in image alt attributes hurt SEO?

    - by saratogahiker
    Let's say on an e-commerce site that sells unique pens, on a particular pen's product page, the image of the pen has an alt attribute value of "unique red-striped pen"... and another product has "unique blue-spotted pen", etc... The keywords across all products being "unique" and "pen", which would also be helpful when it comes to SEO. However, if the person just goes to the general "unique pens" category page and sees a list of thumbnail images, each with the words "unique" and "pen" in the alt attribute, would that potentially have a negative impact with regards to SEO by having the same keywords too many times?

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  • Could multiple uses of the same word in image alt tags hurt SEO?

    - by saratogahiker
    Let's say on an e-commerce site that sells unique pens, on a particular pen's product page, the image of the pen has an alt tag of "unique red-striped pen"... and another product has "unique blue-spotted pen", etc. The key words across all products being "unique" and "pen", which would also be helpful when it comes to SEO. However, if the person just goes to the general "unique pens" category page and sees a list of thumbnail images, each with the words "unique" and "pen" in the alt tag, would that potentially have a negative impact with regards to SEO by having the words too many times?

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  • PHP5 vs ASP.NET

    - by Lee
    Hi guys, I am required to write a report contrasting PHP5 and ASP.NET after building an application in both languages. I've been looking for papers and resources to reference and quote on the subject but i am running a little short. I was wondering if anyone directions as where i could find such papers / resources. Thanks in advance.

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  • Windows Journal Eraser functionality

    - by Nitz
    Hey guys I want to add Eraser functionality in my software. I look down in the SDK of Windows Tablet PC SDK but i can't find any solution for that. there is one eraser sample in that SDK but that is not similar to feature which is in Windows Journal. DOES ANYONE KNOW HOW TO ADD THAT ERASER FEATURE IN MY C# APPLICATION [I WANT SAME AS IN WINDOWS JOURNAL]? btw i am taking reference from Microsoft Windows XP Tablet PC Edition Software Development Kit 1.7.

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  • Suggest-a-Session for Oracle Develop 2010: Last chance to get your paper submitted.

    - by olaf.heimburger
    While working with Oracle Technologies at customer projects we all come across solutions and ideas that are worth to share with a greater audience. When you missed the Call For Paper for Oracle OpenWorld and Oracle Develop you have the chance to get in. The Oracle Mix Community provides a tool called Suggest-a-Session for submitting and voting the sessions you would like to attend. My Suggestions When you pass by, do not forget to vote for my sessions. These are: Real-World Single Sign-On and ADF Security The Personal Newsletter Generator: Implement Cool Applications with ADF Faces Thank you for your support.

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  • Can a candidate be judged by asking to write a complex program on "paper"?

    - by iammilind
    Sometime back in an interview, I was asked to write following program: In a keypad of a mobile phone, there is a mapping between number and characters. e.g. 0 & 1 corresponds to nothing; 2 corresponds to 'a','b','c'; 3 corresponds to 'd','e','f'; ...; 9 corresponds to 'w','x','y','z'. User should input any number (e.g. 23, 389423, 927348923747293) and I should store all the combinations of these character mapping into some data structure. For example, if user enters "23" then possible character combinations are: ad, ae, af, bd, be, bf, cd, ce, cf or if user enters, "4676972" then it can be, gmpmwpa, gmpmwpb, ..., hnroxrc, ..., iosozrc Interviewer told that people have written code for this within 20-30 mins!! Also he insisted I have to write on paper. If I am writing a code then my tendency is as of I am writing production code, even though it may not be expected from me. So, I always try to think all the aspects like, optimization, readability, maintainability, extensible and so on. Considering all these, I felt that I should be writing on PC and it needs decent 2 hours. Finally after 25 mins, I was able to come up with just the concept and some shattered pieces of code (not to mention of my rejection). My question is not the answer for the above program. I want to know that is this a right way to judge the caliber of a person ? Am I wrong / too slow in the estimates ? Am I too idealistic ?

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  • Do you sign contracts digitally or still on paper? And what do clients think?

    - by user1162541
    We are all getting used to checking a box and putting our name in a text field to create a contract with an airline, a hosting company, or a software download. However, for some reason I am still asking clients to sign our contracts for website development on paper, and send me a scan. Few complain about this procedure, but I am personally thinking: what am I doing, doing this the old fashion way?! Signing contracts digitally would be faster, more convenient for clients and for me, and easier to store. So to me it appears to be time to start creating some contract agreement online that clients can read, then print their name, and mark a box "I AGREE WITH THIS CONTRACT AND BY PRINTING MY NAME I AGREE TO SIGNING THIS", or something like that. I would record their IP, browser data, and time of signing. If I really want to ensure their identity, I could link this to OpenID and require them to log in with their e-mail so that I can ensure that they are logged in on an existing e-mail account. Sounds OK to me. My question is: is this practice becoming a standard practice in professional IT services? Are you (as a professional) doing this? If you are, how do clients react? Any drawbacks doing this? EDIT: This question is not about the legal aspects. It is about common practices among programmers and web-development companies, and what clients think of this.

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  • How can I get Windows 8 to automatically disable touch when I am using my Wacom pen and turn it back on when I am not

    - by Robert
    I have an HP convertible tablet computer which I just upgraded to Windows 8. The problem (which existed under Windows 7 as well) is that this tablet has both a capacitive touch screen (with multi-touch) AND a wacom-type tablet built in to the screen that works using electro-magnetic resonance with the provided stylus. My Use Case: Most of the time I am happy using my fingers and the touch interface for navigation and whatnot. However, when I want to get down to serious note-taking/drawing, I want to use the wacom functionality. The problem is that any comfortable writing position has me resting my arm/hand on the screen, which activates the touch technology (despite supposed palm-detection algorithms) and completely screws up my input paradigm. My Ideal Solution: Ideallly, since wacom technology senses when the pen is "close" to the screen, I would love to have touch be automatically disabled whenever the wacom pen is detected, and turned back on when it is out of range. this would allow me to seamless switch between the two input methods, and since I NEVER want to use both at once would work perfectly for me. An acceptable alternative: As a next best option, It would be great to be able to turn off the touch functionality (leaving the wacom in place) whenever I entered specific apps (e.g. OneNote, Photoshop, Gimp, Pencil, etc.) and then have it turn back on when I left that app.... As a worst case at least lets me use my PC option: If I could create a shortcut (tile or otherwise) that flips the touch on and off without going all the way through the nested computer settings, that would be better than nothing. Thanks in advance for the help with 1 or more of the above.

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  • GPL'ing code of a third party?

    - by Mark
    I am facing the following dilemma at the moment. I am using code from a scientific paper in a commercial project. So basically I copied and pasted the code from the paper's pdf into my code editor and use it in my own code. The code in the paper does not have any copy restrictions or license(like the GPL) so I thought I would be ok using it in a commercial project. However, I have seen several gpl licensed open source projects that use the exact same code from the paper to the point of having the same variable names like in the paper. So what happened here is that a gpl license was put on a third parties non gpl'ed code. Are these open source projects in violation of the gpl or would I be in violation of the gpl because I use code which has been gpl'ed? My common sense tells me it is not allowed to gpl somebody elses non-gpl'ed (like in this case from the paper) code but I though I would ask anyway.

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  • Understanding #DAX Query Plans for #powerpivot and #tabular

    - by Marco Russo (SQLBI)
    Alberto Ferrari wrote a very interesting white paper about DAX query plans. We published it on a page where we'll gather articles and tools about DAX query plans: http://www.sqlbi.com/topics/query-plans/I reviewed the paper and this is the result of many months of study - we know that we just scratched the surface of this topic, also because we still don't have enough information about internal behavior of many of the operators contained in a query plan. However, by reading the paper you will start reading a query plan and you will understand how it works the optimization found by Chris Webb one month ago to the events-in-progress scenario. The white paper also contains a more optimized query (10 time faster), even if the performance depends on data distribution and the best choice really depends on the data you have. Now you should be curious enough to read the paper until the end, because the more optimized query is the last example in the paper!

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  • What is a good topic for a research paper on modern computer architecture?

    - by Max Schmeling
    This may not be the right place for this, but I wanted to get this question in front of some of the brightest people on the internet, so I thought I'd give it a shot. I have to write a research paper on some modern aspect of computer architecture. The subject is really not very restrictive; pretty much any recent development in computer hardware will work. I want to write it over something really interesting, but I don't have a lot of good ideas. What would make a really interesting paper?

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  • How can one describe a rock-paper-scissors relationship between 3 items?

    - by Madara Uchiha
    Let's say I have the following structure: abstract class Hand {} class Rock extends Hand {} class Paper extends Hand {} class Scissors extends Hand {} The goal is to make a function (or a method) Hand::compareHands(Hand $hand1, Hand $hand2), which would return the winning hand in a rock-paper-scissors match. That would be very easy with a bunch of ifs, but the point is to have a more robust structure, that's relying on polymorphism rather than on procedural code. P.S. this is done in actual production code, if someone is asking. This isn't some sort of challenge or homework. (It's not really rock-paper-scissors, but you get the point).

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  • Is this the best way to get the size of a Paper via CUPS?

    - by Lawrence Johnston
    I've got a CUPS job control file. I need to get the actual dimensions of the print that was made. This is the way I've figure out to do it: Get the paper name using the media attribute. (e.g. Letter) Get the printer uri from the printer-uri attribute. (e.g. ipp://localhost/printers/MyPrinter) Get the printer name by passing the printer uri to the IPP_GET_PRINTER_ATTRIBUTES operation and getting the printer-name attribute. (e.g. MyPrinter) Get the path to the PPD passing the printer name to the the cupsGetPPD method. Open the PPD passing the path to the PPD to the ppdOpenFile method. Get the paper size by passing the PPD and paper name to the ppdPageSize method. This will work, but it seems a bit roundabout. Is there a more efficient way of getting what I need?

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  • Camera for 2.5D Game

    - by me--
    I'm hoping someone can explain this to me like I'm 5, because I've been struggling with this for hours and simply cannot understand what I'm doing wrong. I've written a Camera class for my 2.5D game. The intention is to support world and screen spaces like this: The camera is the black thing on the right. The +Z axis is upwards in that image, with -Z heading downwards. As you can see, both world space and screen space have (0, 0) at their top-left. I started writing some unit tests to prove that my camera was working as expected, and that's where things started getting...strange. My tests plot coordinates in world, view, and screen spaces. Eventually I will use image comparison to assert that they are correct, but for now my test just displays the result. The render logic uses Camera.ViewMatrix to transform world space to view space, and Camera.WorldPointToScreen to transform world space to screen space. Here is an example test: [Fact] public void foo() { var camera = new Camera(new Viewport(0, 0, 250, 100)); DrawingVisual worldRender; DrawingVisual viewRender; DrawingVisual screenRender; this.Render(camera, out worldRender, out viewRender, out screenRender, new Vector3(30, 0, 0), new Vector3(30, 40, 0)); this.ShowRenders(camera, worldRender, viewRender, screenRender); } And here's what pops up when I run this test: World space looks OK, although I suspect the z axis is going into the screen instead of towards the viewer. View space has me completely baffled. I was expecting the camera to be sitting above (0, 0) and looking towards the center of the scene. Instead, the z axis seems to be the wrong way around, and the camera is positioned in the opposite corner to what I expect! I suspect screen space will be another thing altogether, but can anyone explain what I'm doing wrong in my Camera class? UPDATE I made some progress in terms of getting things to look visually as I expect, but only through intuition: not an actual understanding of what I'm doing. Any enlightenment would be greatly appreciated. I realized that my view space was flipped both vertically and horizontally compared to what I expected, so I changed my view matrix to scale accordingly: this.viewMatrix = Matrix.CreateLookAt(this.location, this.target, this.up) * Matrix.CreateScale(this.zoom, this.zoom, 1) * Matrix.CreateScale(-1, -1, 1); I could combine the two CreateScale calls, but have left them separate for clarity. Again, I have no idea why this is necessary, but it fixed my view space: But now my screen space needs to be flipped vertically, so I modified my projection matrix accordingly: this.projectionMatrix = Matrix.CreatePerspectiveFieldOfView(0.7853982f, viewport.AspectRatio, 1, 2) * Matrix.CreateScale(1, -1, 1); And this results in what I was expecting from my first attempt: I have also just tried using Camera to render sprites via a SpriteBatch to make sure everything works there too, and it does. But the question remains: why do I need to do all this flipping of axes to get the space coordinates the way I expect? UPDATE 2 I've since improved my rendering logic in my test suite so that it supports geometries and so that lines get lighter the further away they are from the camera. I wanted to do this to avoid optical illusions and to further prove to myself that I'm looking at what I think I am. Here is an example: In this case, I have 3 geometries: a cube, a sphere, and a polyline on the top face of the cube. Notice how the darkening and lightening of the lines correctly identifies those portions of the geometries closer to the camera. If I remove the negative scaling I had to put in, I see: So you can see I'm still in the same boat - I still need those vertical and horizontal flips in my matrices to get things to appear correctly. In the interests of giving people a repro to play with, here is the complete code needed to generate the above. If you want to run via the test harness, just install the xunit package: Camera.cs: using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System.Diagnostics; public sealed class Camera { private readonly Viewport viewport; private readonly Matrix projectionMatrix; private Matrix? viewMatrix; private Vector3 location; private Vector3 target; private Vector3 up; private float zoom; public Camera(Viewport viewport) { this.viewport = viewport; // for an explanation of the negative scaling, see: http://gamedev.stackexchange.com/questions/63409/ this.projectionMatrix = Matrix.CreatePerspectiveFieldOfView(0.7853982f, viewport.AspectRatio, 1, 2) * Matrix.CreateScale(1, -1, 1); // defaults this.location = new Vector3(this.viewport.Width / 2, this.viewport.Height, 100); this.target = new Vector3(this.viewport.Width / 2, this.viewport.Height / 2, 0); this.up = new Vector3(0, 0, 1); this.zoom = 1; } public Viewport Viewport { get { return this.viewport; } } public Vector3 Location { get { return this.location; } set { this.location = value; this.viewMatrix = null; } } public Vector3 Target { get { return this.target; } set { this.target = value; this.viewMatrix = null; } } public Vector3 Up { get { return this.up; } set { this.up = value; this.viewMatrix = null; } } public float Zoom { get { return this.zoom; } set { this.zoom = value; this.viewMatrix = null; } } public Matrix ProjectionMatrix { get { return this.projectionMatrix; } } public Matrix ViewMatrix { get { if (this.viewMatrix == null) { // for an explanation of the negative scaling, see: http://gamedev.stackexchange.com/questions/63409/ this.viewMatrix = Matrix.CreateLookAt(this.location, this.target, this.up) * Matrix.CreateScale(this.zoom) * Matrix.CreateScale(-1, -1, 1); } return this.viewMatrix.Value; } } public Vector2 WorldPointToScreen(Vector3 point) { var result = viewport.Project(point, this.ProjectionMatrix, this.ViewMatrix, Matrix.Identity); return new Vector2(result.X, result.Y); } public void WorldPointsToScreen(Vector3[] points, Vector2[] destination) { Debug.Assert(points != null); Debug.Assert(destination != null); Debug.Assert(points.Length == destination.Length); for (var i = 0; i < points.Length; ++i) { destination[i] = this.WorldPointToScreen(points[i]); } } } CameraFixture.cs: using Microsoft.Xna.Framework.Graphics; using System; using System.Collections.Generic; using System.Linq; using System.Windows; using System.Windows.Controls; using System.Windows.Media; using Xunit; using XNA = Microsoft.Xna.Framework; public sealed class CameraFixture { [Fact] public void foo() { var camera = new Camera(new Viewport(0, 0, 250, 100)); DrawingVisual worldRender; DrawingVisual viewRender; DrawingVisual screenRender; this.Render( camera, out worldRender, out viewRender, out screenRender, new Sphere(30, 15) { WorldMatrix = XNA.Matrix.CreateTranslation(155, 50, 0) }, new Cube(30) { WorldMatrix = XNA.Matrix.CreateTranslation(75, 60, 15) }, new PolyLine(new XNA.Vector3(0, 0, 0), new XNA.Vector3(10, 10, 0), new XNA.Vector3(20, 0, 0), new XNA.Vector3(0, 0, 0)) { WorldMatrix = XNA.Matrix.CreateTranslation(65, 55, 30) }); this.ShowRenders(worldRender, viewRender, screenRender); } #region Supporting Fields private static readonly Pen xAxisPen = new Pen(Brushes.Red, 2); private static readonly Pen yAxisPen = new Pen(Brushes.Green, 2); private static readonly Pen zAxisPen = new Pen(Brushes.Blue, 2); private static readonly Pen viewportPen = new Pen(Brushes.Gray, 1); private static readonly Pen nonScreenSpacePen = new Pen(Brushes.Black, 0.5); private static readonly Color geometryBaseColor = Colors.Black; #endregion #region Supporting Methods private void Render(Camera camera, out DrawingVisual worldRender, out DrawingVisual viewRender, out DrawingVisual screenRender, params Geometry[] geometries) { var worldDrawingVisual = new DrawingVisual(); var viewDrawingVisual = new DrawingVisual(); var screenDrawingVisual = new DrawingVisual(); const int axisLength = 15; using (var worldDrawingContext = worldDrawingVisual.RenderOpen()) using (var viewDrawingContext = viewDrawingVisual.RenderOpen()) using (var screenDrawingContext = screenDrawingVisual.RenderOpen()) { // draw lines around the camera's viewport var viewportBounds = camera.Viewport.Bounds; var viewportLines = new Tuple<int, int, int, int>[] { Tuple.Create(viewportBounds.Left, viewportBounds.Bottom, viewportBounds.Left, viewportBounds.Top), Tuple.Create(viewportBounds.Left, viewportBounds.Top, viewportBounds.Right, viewportBounds.Top), Tuple.Create(viewportBounds.Right, viewportBounds.Top, viewportBounds.Right, viewportBounds.Bottom), Tuple.Create(viewportBounds.Right, viewportBounds.Bottom, viewportBounds.Left, viewportBounds.Bottom) }; foreach (var viewportLine in viewportLines) { var viewStart = XNA.Vector3.Transform(new XNA.Vector3(viewportLine.Item1, viewportLine.Item2, 0), camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(new XNA.Vector3(viewportLine.Item3, viewportLine.Item4, 0), camera.ViewMatrix); var screenStart = camera.WorldPointToScreen(new XNA.Vector3(viewportLine.Item1, viewportLine.Item2, 0)); var screenEnd = camera.WorldPointToScreen(new XNA.Vector3(viewportLine.Item3, viewportLine.Item4, 0)); worldDrawingContext.DrawLine(viewportPen, new Point(viewportLine.Item1, viewportLine.Item2), new Point(viewportLine.Item3, viewportLine.Item4)); viewDrawingContext.DrawLine(viewportPen, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); screenDrawingContext.DrawLine(viewportPen, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } // draw axes var axisLines = new Tuple<int, int, int, int, int, int, Pen>[] { Tuple.Create(0, 0, 0, axisLength, 0, 0, xAxisPen), Tuple.Create(0, 0, 0, 0, axisLength, 0, yAxisPen), Tuple.Create(0, 0, 0, 0, 0, axisLength, zAxisPen) }; foreach (var axisLine in axisLines) { var viewStart = XNA.Vector3.Transform(new XNA.Vector3(axisLine.Item1, axisLine.Item2, axisLine.Item3), camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(new XNA.Vector3(axisLine.Item4, axisLine.Item5, axisLine.Item6), camera.ViewMatrix); var screenStart = camera.WorldPointToScreen(new XNA.Vector3(axisLine.Item1, axisLine.Item2, axisLine.Item3)); var screenEnd = camera.WorldPointToScreen(new XNA.Vector3(axisLine.Item4, axisLine.Item5, axisLine.Item6)); worldDrawingContext.DrawLine(axisLine.Item7, new Point(axisLine.Item1, axisLine.Item2), new Point(axisLine.Item4, axisLine.Item5)); viewDrawingContext.DrawLine(axisLine.Item7, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); screenDrawingContext.DrawLine(axisLine.Item7, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } // for all points in all geometries to be rendered, find the closest and furthest away from the camera so we can lighten lines that are further away var distancesToAllGeometrySections = from geometry in geometries let geometryViewMatrix = geometry.WorldMatrix * camera.ViewMatrix from section in geometry.Sections from point in new XNA.Vector3[] { section.Item1, section.Item2 } let viewPoint = XNA.Vector3.Transform(point, geometryViewMatrix) select viewPoint.Length(); var furthestDistance = distancesToAllGeometrySections.Max(); var closestDistance = distancesToAllGeometrySections.Min(); var deltaDistance = Math.Max(0.000001f, furthestDistance - closestDistance); // draw each geometry for (var i = 0; i < geometries.Length; ++i) { var geometry = geometries[i]; // there's probably a more correct name for this, but basically this gets the geometry relative to the camera so we can check how far away each point is from the camera var geometryViewMatrix = geometry.WorldMatrix * camera.ViewMatrix; // we order roughly by those sections furthest from the camera to those closest, so that the closer ones "overwrite" the ones further away var orderedSections = from section in geometry.Sections let startPointRelativeToCamera = XNA.Vector3.Transform(section.Item1, geometryViewMatrix) let endPointRelativeToCamera = XNA.Vector3.Transform(section.Item2, geometryViewMatrix) let startPointDistance = startPointRelativeToCamera.Length() let endPointDistance = endPointRelativeToCamera.Length() orderby (startPointDistance + endPointDistance) descending select new { Section = section, DistanceToStart = startPointDistance, DistanceToEnd = endPointDistance }; foreach (var orderedSection in orderedSections) { var start = XNA.Vector3.Transform(orderedSection.Section.Item1, geometry.WorldMatrix); var end = XNA.Vector3.Transform(orderedSection.Section.Item2, geometry.WorldMatrix); var viewStart = XNA.Vector3.Transform(start, camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(end, camera.ViewMatrix); worldDrawingContext.DrawLine(nonScreenSpacePen, new Point(start.X, start.Y), new Point(end.X, end.Y)); viewDrawingContext.DrawLine(nonScreenSpacePen, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); // screen rendering is more complicated purely because I wanted geometry to fade the further away it is from the camera // otherwise, it's very hard to tell whether the rendering is actually correct or not var startDistanceRatio = (orderedSection.DistanceToStart - closestDistance) / deltaDistance; var endDistanceRatio = (orderedSection.DistanceToEnd - closestDistance) / deltaDistance; // lerp towards white based on distance from camera, but only to a maximum of 90% var startColor = Lerp(geometryBaseColor, Colors.White, startDistanceRatio * 0.9f); var endColor = Lerp(geometryBaseColor, Colors.White, endDistanceRatio * 0.9f); var screenStart = camera.WorldPointToScreen(start); var screenEnd = camera.WorldPointToScreen(end); var brush = new LinearGradientBrush { StartPoint = new Point(screenStart.X, screenStart.Y), EndPoint = new Point(screenEnd.X, screenEnd.Y), MappingMode = BrushMappingMode.Absolute }; brush.GradientStops.Add(new GradientStop(startColor, 0)); brush.GradientStops.Add(new GradientStop(endColor, 1)); var pen = new Pen(brush, 1); brush.Freeze(); pen.Freeze(); screenDrawingContext.DrawLine(pen, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } } } worldRender = worldDrawingVisual; viewRender = viewDrawingVisual; screenRender = screenDrawingVisual; } private static float Lerp(float start, float end, float amount) { var difference = end - start; var adjusted = difference * amount; return start + adjusted; } private static Color Lerp(Color color, Color to, float amount) { var sr = color.R; var sg = color.G; var sb = color.B; var er = to.R; var eg = to.G; var eb = to.B; var r = (byte)Lerp(sr, er, amount); var g = (byte)Lerp(sg, eg, amount); var b = (byte)Lerp(sb, eb, amount); return Color.FromArgb(255, r, g, b); } private void ShowRenders(DrawingVisual worldRender, DrawingVisual viewRender, DrawingVisual screenRender) { var itemsControl = new ItemsControl(); itemsControl.Items.Add(new HeaderedContentControl { Header = "World", Content = new DrawingVisualHost(worldRender)}); itemsControl.Items.Add(new HeaderedContentControl { Header = "View", Content = new DrawingVisualHost(viewRender) }); itemsControl.Items.Add(new HeaderedContentControl { Header = "Screen", Content = new DrawingVisualHost(screenRender) }); var window = new Window { Title = "Renders", Content = itemsControl, ShowInTaskbar = true, SizeToContent = SizeToContent.WidthAndHeight }; window.ShowDialog(); } #endregion #region Supporting Types // stupidly simple 3D geometry class, consisting of a series of sections that will be connected by lines private abstract class Geometry { public abstract IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get; } public XNA.Matrix WorldMatrix { get; set; } } private sealed class Line : Geometry { private readonly XNA.Vector3 magnitude; public Line(XNA.Vector3 magnitude) { this.magnitude = magnitude; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { yield return Tuple.Create(XNA.Vector3.Zero, this.magnitude); } } } private sealed class PolyLine : Geometry { private readonly XNA.Vector3[] points; public PolyLine(params XNA.Vector3[] points) { this.points = points; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { if (this.points.Length < 2) { yield break; } var end = this.points[0]; for (var i = 1; i < this.points.Length; ++i) { var start = end; end = this.points[i]; yield return Tuple.Create(start, end); } } } } private sealed class Cube : Geometry { private readonly float size; public Cube(float size) { this.size = size; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { var halfSize = this.size / 2; var frontBottomLeft = new XNA.Vector3(-halfSize, halfSize, -halfSize); var frontBottomRight = new XNA.Vector3(halfSize, halfSize, -halfSize); var frontTopLeft = new XNA.Vector3(-halfSize, halfSize, halfSize); var frontTopRight = new XNA.Vector3(halfSize, halfSize, halfSize); var backBottomLeft = new XNA.Vector3(-halfSize, -halfSize, -halfSize); var backBottomRight = new XNA.Vector3(halfSize, -halfSize, -halfSize); var backTopLeft = new XNA.Vector3(-halfSize, -halfSize, halfSize); var backTopRight = new XNA.Vector3(halfSize, -halfSize, halfSize); // front face yield return Tuple.Create(frontBottomLeft, frontBottomRight); yield return Tuple.Create(frontBottomLeft, frontTopLeft); yield return Tuple.Create(frontTopLeft, frontTopRight); yield return Tuple.Create(frontTopRight, frontBottomRight); // left face yield return Tuple.Create(frontTopLeft, backTopLeft); yield return Tuple.Create(backTopLeft, backBottomLeft); yield return Tuple.Create(backBottomLeft, frontBottomLeft); // right face yield return Tuple.Create(frontTopRight, backTopRight); yield return Tuple.Create(backTopRight, backBottomRight); yield return Tuple.Create(backBottomRight, frontBottomRight); // back face yield return Tuple.Create(backBottomLeft, backBottomRight); yield return Tuple.Create(backTopLeft, backTopRight); } } } private sealed class Sphere : Geometry { private readonly float radius; private readonly int subsections; public Sphere(float radius, int subsections) { this.radius = radius; this.subsections = subsections; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { var latitudeLines = this.subsections; var longitudeLines = this.subsections; // see http://stackoverflow.com/a/4082020/5380 var results = from latitudeLine in Enumerable.Range(0, latitudeLines) from longitudeLine in Enumerable.Range(0, longitudeLines) let latitudeRatio = latitudeLine / (float)latitudeLines let longitudeRatio = longitudeLine / (float)longitudeLines let nextLatitudeRatio = (latitudeLine + 1) / (float)latitudeLines let nextLongitudeRatio = (longitudeLine + 1) / (float)longitudeLines let z1 = Math.Cos(Math.PI * latitudeRatio) let z2 = Math.Cos(Math.PI * nextLatitudeRatio) let x1 = Math.Sin(Math.PI * latitudeRatio) * Math.Cos(Math.PI * 2 * longitudeRatio) let y1 = Math.Sin(Math.PI * latitudeRatio) * Math.Sin(Math.PI * 2 * longitudeRatio) let x2 = Math.Sin(Math.PI * nextLatitudeRatio) * Math.Cos(Math.PI * 2 * longitudeRatio) let y2 = Math.Sin(Math.PI * nextLatitudeRatio) * Math.Sin(Math.PI * 2 * longitudeRatio) let x3 = Math.Sin(Math.PI * latitudeRatio) * Math.Cos(Math.PI * 2 * nextLongitudeRatio) let y3 = Math.Sin(Math.PI * latitudeRatio) * Math.Sin(Math.PI * 2 * nextLongitudeRatio) let start = new XNA.Vector3((float)x1 * radius, (float)y1 * radius, (float)z1 * radius) let firstEnd = new XNA.Vector3((float)x2 * radius, (float)y2 * radius, (float)z2 * radius) let secondEnd = new XNA.Vector3((float)x3 * radius, (float)y3 * radius, (float)z1 * radius) select new { First = Tuple.Create(start, firstEnd), Second = Tuple.Create(start, secondEnd) }; foreach (var result in results) { yield return result.First; yield return result.Second; } } } } #endregion }

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  • if a usb pen drive has 64349 cylinders, is it damaged?

    - by Andrew S
    I have a 4Gb USB pen drive that I'm trying to format with FAT32. When I run fdisk, it gives me this message: The number of cylinders for this disk is set to 64349. There is nothing wrong with that, but this is larger than 1024, and could in certain setups cause problems with: 1) software that runs at boot time (e.g., old versions of LILO) 2) booting and partitioning software from other OSs (e.g., DOS FDISK, OS/2 FDISK) I've tried deleting the partition table, creating new partitions, etc, but they never work. Sometimes I can write to the drive the first time I use it after formatting it, but then it becomes read-only in both Windows and Linux. I've tried this on multiple computers. Am I doing something wrong, or is the drive reporting an incorrect number of cylinders? Is the drive itself likely to be corrupted, and is there anyway to fix this under Windows Vista or Linux? Thanks

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  • How to implement a TypeConverter for a type and property I don't own?

    - by CannibalSmith
    This is annoying: <GeometryDrawing> <GeometryDrawing.Pen> <Pen Brush="Black"/> </GeometryDrawing.Pen> </GeometryDrawing> I want this: <GeometryDrawing Pen="Black"/> So I write a TypeConverter: public class PenConverter : TypeConverter { static readonly BrushConverter brushConverter = new BrushConverter(); public override bool CanConvertFrom(ITypeDescriptorContext context, Type sourceType) { if (sourceType == typeof(string)) return true; return base.CanConvertFrom(context, sourceType); } public override object ConvertFrom(ITypeDescriptorContext context, CultureInfo culture, object value) { var s = value as string; if (a != null) { var brush = brushConverter.ConvertFromInvariantString(s) as Brush; return new Pen(brush, 1); } return base.ConvertFrom(context, culture, value); } } Now, how do I link it up with the Pen type? I can't just add a TypeConverterAttribute to it as I don't own it (nor do I own GeometryDrawing.Pen property).

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  • Vermeidung von SOA Anti-Patterns mittels AIA

    - by Hans Viehmann
    Gerade ist mir ein White Paper des Enterprise Architecture Teams in die Hände gefallen, das sich mit SOA Anti-Patterns befasst. Es ist zwar kein AIA Paper im eigentlichen Sinne, aber mit AIA hat man natürlich eine gute Unterstützung darin, die dort beschriebenen Fehler zu vermeiden. Das White Paper behandelt Themen wie: Vermeidung von SOA Silos SOA Reifegrad und Projekt-Management Ausuferndes Service Portfolio Umgang mit Referenz-Architekturen EAI 2.0 - Punkt-zu-Punkt Integration auf offenen Standards Ein Link auf das Dokument ist unten angefügt - viel Vergnügen bei der Lektüre ... Oracle White Paper: SOA Anti-Patterns.

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  • How to make XP install ubuntu from USB?

    - by Apoorv
    I want to install ubuntu on my PC which is running windows XP right now. I have made my pen drive bootable and have loaded Ubuntu on it. When I insert the pen drive at the time of booting of my PC, nothing happens and windows XP starts normally instead of asking me if I want to boot from my pen drive. Also when, I entered my BIOS setting to change the boot order there was no option of pen drive as a boot device. Please suggest me a way to install the OS using my already made bootable pen drive. And there's no problem with my pen drive cause I have tried it on my friends PC and it worked normally. Thanks in advance

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