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  • Why is there an implicit conversion from Float/Double to BigDecimal, but not from String?

    - by soc
    Although the situation of conversion from Doubles to BigDecimals has improved a bit compared to Java scala> new java.math.BigDecimal(0.2) res0: java.math.BigDecimal = 0.20000000000000001110223024625156... scala> BigDecimal(0.2) res1: scala.math.BigDecimal = 0.2 and things like val numbers: List[BigDecimal] = List(1.2, 3.2, 0.7, 0.8, 1.1) work really well, wouldn't it be reasonable to have an implicit conversion like implicit def String2BigDecimal(s: String) = BigDecimal(s) available by default which can convert Strings to BigDecimals like this? val numbers: List[BigDecimal] = List("1.2", "3.2", "0.7", "0.8", "1.1") Or am I missing something and Scala resolved all "problems" of Java with using the BigDecimal constructor with a floating point value instead of a String, and BigDecimal(String) is basically not needed anymore in Scala?

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  • How to change by using CVGrayscaleMat

    - by Babul
    With the following code the image showed as above is converted as below image... Their it's showing black background with gray lines.....i want white background with gray lines .. Please guide me .. i am new to iPhone Thanks alot in Advance - (void)viewDidLoad { [super viewDidLoad]; // Initialise video capture - only supported on iOS device NOT simulator #if TARGET_IPHONE_SIMULATOR NSLog(@"Video capture is not supported in the simulator"); #else _videoCapture = new cv::VideoCapture; if (!_videoCapture->open(CV_CAP_AVFOUNDATION)) { NSLog(@"Failed to open video camera"); } #endif // Load a test image and demonstrate conversion between UIImage and cv::Mat UIImage *testImage = [UIImage imageNamed:@"testimage.jpg"]; double t; int times = 10; //-------------------------------- // Convert from UIImage to cv::Mat NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init]; t = (double)cv::getTickCount(); for (int i = 0; i < times; i++) { cv::Mat tempMat = [testImage CVMat]; } t = 1000 * ((double)cv::getTickCount() - t) / cv::getTickFrequency() / times; [pool release]; NSLog(@"UIImage to cv::Mat: %gms", t); //------------------------------------------ // Convert from UIImage to grayscale cv::Mat pool = [[NSAutoreleasePool alloc] init]; t = (double)cv::getTickCount(); for (int i = 0; i < times; i++) { cv::Mat tempMat = [testImage CVGrayscaleMat]; } t = 1000 * ((double)cv::getTickCount() - t) / cv::getTickFrequency() / times; [pool release]; NSLog(@"UIImage to grayscale cv::Mat: %gms", t); //-------------------------------- // Convert from cv::Mat to UIImage cv::Mat testMat = [testImage CVMat]; t = (double)cv::getTickCount(); for (int i = 0; i < times; i++) { UIImage *tempImage = [[UIImage alloc] initWithCVMat:testMat]; [tempImage release]; } t = 1000 * ((double)cv::getTickCount() - t) / cv::getTickFrequency() / times; NSLog(@"cv::Mat to UIImage: %gms", t); // Process test image and force update of UI _lastFrame = testMat; [self sliderChanged:nil]; } - (IBAction)capture:(id)sender { if (_videoCapture && _videoCapture->grab()) { (*_videoCapture) >> _lastFrame; [self processFrame]; } else { NSLog(@"Failed to grab frame"); } } - (void)processFrame { double t = (double)cv::getTickCount(); cv::Mat grayFrame, output; // Convert captured frame to grayscale cv::cvtColor(_lastFrame, grayFrame, cv::COLOR_RGB2GRAY); // Perform Canny edge detection using slide values for thresholds cv::Canny(grayFrame, output, _lowSlider.value * kCannyAperture * kCannyAperture, _highSlider.value * kCannyAperture * kCannyAperture, kCannyAperture); t = 1000 * ((double)cv::getTickCount() - t) / cv::getTickFrequency(); // Display result self.imageView.image = [UIImage imageWithCVMat:output]; self.elapsedTimeLabel.text = [NSString stringWithFormat:@"%.1fms", t]; }

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  • How to use shared_ptr for COM interface pointers

    - by Seefer
    I've been reading about various usage advice relating to the new c++ standard smart pointers unique_ptr, shared_ptr and weak_ptr and generally 'grok' what they are about when I'm writing my own code that declares and consumes them. However, all the discussions I've read seem restricted to this simple usage situation where the programmer is using smart in his/her own code, with no real discussion on techniques when having to work with libraries that expect raw pointers or other types of 'smart pointers' such as COM interface pointers. Specifically I'm learning my way through C++ by attempting to get a standard Win32 real-time game loop up and running that uses Direct2D & DirectWrite to render text to the display showing frames per second. My first task with Direct2D is in creating a Direct2D Factory object with the following code from the Direct2D examples on MSDN: ID2D1Factory* pD2DFactory = nullptr; HRESULT hr = D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED, &pD2DFactory); pD2DFactory is obviously an 'out' parameter and it's here where I become uncertain how to make use of smart pointers in this context, if indeed it's possible. My inexperienced C++ mind tells me I have two problems: With pD2DFactory being a COM interface pointer type, how would smart_ptr work with the Add() / Release() member functions for a COM object instance? Are smart pointers able to be passed to functions in situations where the function is using an 'out' pointer parameter technique? I did experiment with the alternative of using _com_ptr_t in the comip.h header file to help with pointer lifetime management and declared the pD2DFactory pointer with the following code: _com_ptr_t<_com_IIID<pD2DFactory, &__uuidof(pD2DFactory)>> pD2DFactory = nullptr; and it appears to work so far but, as you can see, the syntax is cumbersome :) So, I was wondering if any C++ gurus here could confirm whether smart pointers are able to help in cases like this and provide examples of usage, or point me to more in-depth discussions of smart pointer usage when needing to work with other code libraries that know nothing of them. Or is it simply a case of my trying to use the wrong tool for the job? :)

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  • The counter doesnt seem to increase when ever the edittext changes

    - by Mabulhuda
    Im using Edit-texts and i need when ever an edit-text is changed to increment a counter by one but the counter isnt working , I mean the app starts and everything but the counter doesnt seem to change please help here is the code public class Numersys extends Activity implements TextWatcher { EditText mark1 ,mark2, mark3,mark4,mark5,mark6 , hr1 ,hr2,hr3,hr4,hr5,hr6; EditText passed, currentavg; TextView tvnewavg ; Button calculate; double marks , curAVG , NewAVG ; String newCumAVG; int counter , hrs , curHr , NewHr; @Override protected void onCreate(Bundle savedInstanceState) { // TODO Auto-generated method stub super.onCreate(savedInstanceState); setContentView(R.layout.numersys); mark1=(EditText)findViewById(R.id.mark1n); mark2=(EditText)findViewById(R.id.mark2n); mark3=(EditText)findViewById(R.id.mark3n); mark4=(EditText)findViewById(R.id.mark4n); mark5=(EditText)findViewById(R.id.mark5n); mark6=(EditText)findViewById(R.id.mark6n); hr1=(EditText)findViewById(R.id.ethour1); hr2=(EditText)findViewById(R.id.ethour2); hr3=(EditText)findViewById(R.id.ethour3); hr4=(EditText)findViewById(R.id.ethour4); hr5=(EditText)findViewById(R.id.ethour5); hr6=(EditText)findViewById(R.id.ethour6); passed=(EditText)findViewById(R.id.etPassCn); currentavg=(EditText)findViewById(R.id.etCavgn); tvnewavg=(TextView)findViewById(R.id.tvcAVGn); mark1.addTextChangedListener(this); mark2.addTextChangedListener(this); mark3.addTextChangedListener(this); mark4.addTextChangedListener(this); mark5.addTextChangedListener(this); mark6.addTextChangedListener(this); calculate=(Button)findViewById(R.id.bAvgCalcn); @Override public void onClick(View arg0) { // TODO Auto-generated method stub switch(arg0.getId()) { case 0: break; case 1: hrs=Integer.valueOf(hr1.getText().toString()); marks=Double.valueOf(mark1.getText().toString())*Integer.valueOf(hr1.getText().toString()); curHr=Integer.valueOf(passed.getText().toString()); curAVG=Double.valueOf(currentavg.getText().toString())*curHr; NewHr= curHr+hrs; NewAVG= (marks+curAVG)/NewHr; break; case 2: hrs=Integer.valueOf(hr1.getText().toString())+Integer.valueOf(hr2.getText().toString()); marks=Double.valueOf(mark1.getText().toString())*Integer.valueOf(hr1.getText().toString()) +Double.valueOf(mark2.getText().toString())*Integer.valueOf(hr2.getText().toString()); curHr=Integer.valueOf(passed.getText().toString()); curAVG=Double.valueOf(currentavg.getText().toString())*curHr; NewHr= curHr+hrs; NewAVG= (marks+curAVG)/NewHr; break; case 3: hrs=Integer.valueOf(hr1.getText().toString())+Integer.valueOf(hr2.getText().toString()) +Integer.valueOf(hr3.getText().toString()); marks=Double.valueOf(mark1.getText().toString())*Integer.valueOf(hr1.getText().toString()) +Double.valueOf(mark2.getText().toString())*Integer.valueOf(hr2.getText().toString()) +Double.valueOf(mark3.getText().toString())*Integer.valueOf(hr3.getText().toString()); curHr=Integer.valueOf(passed.getText().toString()); curAVG=Double.valueOf(currentavg.getText().toString())*curHr; NewHr= curHr+hrs; NewAVG= (marks+curAVG)/NewHr; break; case R.id.bAvgCalcn: newCumAVG=String.valueOf(NewAVG); tvnewavg.setText(newCumAVG); } } }); } @Override public void afterTextChanged(Editable arg0) { // TODO Auto-generated method stub } @Override public void beforeTextChanged(CharSequence arg0, int arg1, int arg2, int arg3) { // TODO Auto-generated method stub } @Override public void onTextChanged(CharSequence arg0, int arg1, int arg2, int arg3) { // TODO Auto-generated method stub if(mark1.hasFocus()) { counter = counter+1; } if(mark2.hasFocus()) { counter = counter+1; } if(mark3.hasFocus()) { counter = counter+1; } if(mark4.hasFocus()) { counter = counter+1; } if(mark5.hasFocus()) { counter = counter+1; } if(mark6.hasFocus()) { counter = counter+1; } }

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  • My first animation - Using SDL.NET C#

    - by Mark
    Hi all! I'm trying to animate a player object in my 2D grid when the user clicks somewhere in the screen. I got the following 4 variables: oX (Current player position X) oY (Current player position Y) dX (Destination X) dY (Destination Y) How can I make sure the player moves in a straight line to the new XY coordinates. The way I'm doing it now is really awfull and causes the player to first move along x axis, and finally in y axis. Can someone give me some guidance with the involved math cause I'm really not sure on how to accomplish this. Thank you for your time. Kind regards, Mark Update: It's working now but whats the right way to check if the current positions are equal to the target position? private static void MovePlayer(double x2, double y2, int duration) { double hX = x2 - m_PlayerPosition.X; double hY = y2 - m_PlayerPosition.Y; double Length = Math.Sqrt(Math.Pow(hX, 2) + Math.Pow(hY, 2)); hX = hX / Length; hY = hY / Length; while (m_PlayerPosition.X != Convert.ToInt32(x2) || m_PlayerPosition.Y != Convert.ToInt32(y2)) { m_PlayerPosition.X += Convert.ToInt32(hX * 1); m_PlayerPosition.Y += Convert.ToInt32(hY * 1); UpdatePlayerLocation(); } }

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  • How do I import and call unmanaged C dll with ansi string "char *" pointer string from VB.net?

    - by Warren P
    I have written my own function, which in C would be declared like this, using standard Win32 calling conventions: int Thing( char * command, char * buffer, int * BufSize); I have the following amount of VB figured out, which should import the dll and call this function, wrapping it up to make it easy to call Thing("CommandHere",GetDataBackHere): Imports Microsoft.VisualBasic Imports System.Runtime.InteropServices Imports System Imports System.Text Namespace dllInvocationSpace Public Class dllInvoker ' tried attributes but could not make it build: ' <DllImport("Thing1.dll", False, CallingConvention.Cdecl, CharSet.Ansi, "Baton", True, True, False, True)> Declare Ansi Function Thing Lib "Thing1.dll" (ByVal Command As String, ByRef Buffer As String, ByRef BufferLength As Integer) Shared Function dllCall(ByVal Command As String, ByRef Results As String) As Integer Dim Buffer As StringBuilder = New StringBuilder(65536) Dim retCode As Integer Dim bufsz As Integer bufsz = 65536 retCode = Thing(Command, Buffer, bufsz) Results = Buffer Return retCode End Function End Class End Namespace The current code doesn't build, because although I think I should be able to create a "buffer" that the C Dll can write data back into using a string builder, I haven't got it quite right. (Value of type System.Text.STringBuilder cannot be converted to 'String'). I have looked all over the newsgroups and forums and can not find an example where the C dll needs to pass between 1 and 64kbytes of data back (char *buffer, int bufferlen) to visual basic.net.

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  • Subterranean IL: Generics and array covariance

    - by Simon Cooper
    Arrays in .NET are curious beasts. They are the only built-in collection types in the CLR, and SZ-arrays (single dimension, zero-indexed) have their own commands and IL syntax. One of their stranger properties is they have a kind of built-in covariance long before generic variance was added in .NET 4. However, this causes a subtle but important problem with generics. First of all, we need to briefly recap on array covariance. SZ-array covariance To demonstrate, I'll tweak the classes I introduced in my previous posts: public class IncrementableClass { public int Value; public virtual void Increment(int incrementBy) { Value += incrementBy; } } public class IncrementableClassx2 : IncrementableClass { public override void Increment(int incrementBy) { base.Increment(incrementBy); base.Increment(incrementBy); } } In the CLR, SZ-arrays of reference types are implicitly convertible to arrays of the element's supertypes, all the way up to object (note that this does not apply to value types). That is, an instance of IncrementableClassx2[] can be used wherever a IncrementableClass[] or object[] is required. When an SZ-array could be used in this fashion, a run-time type check is performed when you try to insert an object into the array to make sure you're not trying to insert an instance of IncrementableClass into an IncrementableClassx2[]. This check means that the following code will compile fine but will fail at run-time: IncrementableClass[] array = new IncrementableClassx2[1]; array[0] = new IncrementableClass(); // throws ArrayTypeMismatchException These checks are enforced by the various stelem* and ldelem* il instructions in such a way as to ensure you can't insert a IncrementableClass into a IncrementableClassx2[]. For the rest of this post, however, I'm going to concentrate on the ldelema instruction. ldelema This instruction pops the array index (int32) and array reference (O) off the stack, and pushes a pointer (&) to the corresponding array element. However, unlike the ldelem instruction, the instruction's type argument must match the run-time array type exactly. This is because, once you've got a managed pointer, you can use that pointer to both load and store values in that array element using the ldind* and stind* (load/store indirect) instructions. As the same pointer can be used for both input and output to the array, the type argument to ldelema must be invariant. At the time, this was a perfectly reasonable restriction, and maintained array type-safety within managed code. However, along came generics, and with it the constrained callvirt instruction. So, what happens when we combine array covariance and constrained callvirt? .method public static void CallIncrementArrayValue() { // IncrementableClassx2[] arr = new IncrementableClassx2[1] ldc.i4.1 newarr IncrementableClassx2 // arr[0] = new IncrementableClassx2(); dup newobj instance void IncrementableClassx2::.ctor() ldc.i4.0 stelem.ref // IncrementArrayValue<IncrementableClass>(arr, 0) // here, we're treating an IncrementableClassx2[] as IncrementableClass[] dup ldc.i4.0 call void IncrementArrayValue<class IncrementableClass>(!!0[],int32) // ... ret } .method public static void IncrementArrayValue<(IncrementableClass) T>( !!T[] arr, int32 index) { // arr[index].Increment(1) ldarg.0 ldarg.1 ldelema !!T ldc.i4.1 constrained. !!T callvirt instance void IIncrementable::Increment(int32) ret } And the result: Unhandled Exception: System.ArrayTypeMismatchException: Attempted to access an element as a type incompatible with the array. at IncrementArrayValue[T](T[] arr, Int32 index) at CallIncrementArrayValue() Hmm. We're instantiating the generic method as IncrementArrayValue<IncrementableClass>, but passing in an IncrementableClassx2[], hence the ldelema instruction is failing as it's expecting an IncrementableClass[]. On features and feature conflicts What we've got here is a conflict between existing behaviour (ldelema ensuring type safety on covariant arrays) and new behaviour (managed pointers to object references used for every constrained callvirt on generic type instances). And, although this is an edge case, there is no general workaround. The generic method could be hidden behind several layers of assemblies, wrappers and interfaces that make it a requirement to use array covariance when calling the generic method. Furthermore, this will only fail at runtime, whereas compile-time safety is what generics were designed for! The solution is the readonly. prefix instruction. This modifies the ldelema instruction to ignore the exact type check for arrays of reference types, and so it lets us take the address of array elements using a covariant type to the actual run-time type of the array: .method public static void IncrementArrayValue<(IncrementableClass) T>( !!T[] arr, int32 index) { // arr[index].Increment(1) ldarg.0 ldarg.1 readonly. ldelema !!T ldc.i4.1 constrained. !!T callvirt instance void IIncrementable::Increment(int32) ret } But what about type safety? In return for ignoring the type check, the resulting controlled mutability pointer can only be used in the following situations: As the object parameter to ldfld, ldflda, stfld, call and constrained callvirt instructions As the pointer parameter to ldobj or ldind* As the source parameter to cpobj In other words, the only operations allowed are those that read from the pointer; stind* and similar that alter the pointer itself are banned. This ensures that the array element we're pointing to won't be changed to anything untoward, and so type safety within the array is maintained. This is a typical example of the maxim that whenever you add a feature to a program, you have to consider how that feature interacts with every single one of the existing features. Although an edge case, the readonly. prefix instruction ensures that generics and array covariance work together and that compile-time type safety is maintained. Tune in next time for a look at the .ctor generic type constraint, and what it means.

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  • Odd Android touch event problem

    - by user22241
    Overview When testing my game I came across a bizarre problem with my touch controls. Note this isn't related to multi-touch as I completely removed my ACTION_POINTER_UP and ACTION_POINTER_DOWN along with my ACTION_MOVE code. So I'm simply working with ACTION_UP and ACTION_DOWN now and still get the problem. The problem I have a left and right button on the left of the screen and a jump button on the right. Everything works as it should but if I touch a large area of my hand (the fleshy part at the base of the thumb for instance) onto the screen, then release it and then press one of my arrows, the sprite moves in that direction for a few seconds, and then ACTION_UP is mysteriously triggered. The sprite stops and then if I release my finger and re-apply it to an arrow, the same thing happens. This goes on and on and eventually (randomly??) stops and everything work OK again. Test device & OS Google Nexus 10 Tablet running Jellybean 4.2.2 Code //Action upon which to switch actionMask = event.getActionMasked(); //Pointer Index of the currently touching pointer pointerIndex = event.getActionIndex(); //Number of pointers (for multi-touch) pointerCount = event.getPointerCount(); //ID of the pointer currently being processed (Multitouch) pointerID = event.getPointerId(pointerIndex); switch (actionMask){ //Primary pointer down case MotionEvent.ACTION_DOWN: { //if pressing left button then set moving left if (isLeftPressed(event.getX(), event.getY())){ renderer.setSpriteLeft(); } //if pressing right button then set moving right else if (isRightPressed(event.getX(), event.getY())){ renderer.setSpriteRight(); } //if pressing jump button then set sprite jumping else if (isJumpPressed(event.getX(),event.getY())){ renderer.setSpriteState('j', true); } break; }//End of case //Primary pointer up case MotionEvent.ACTION_UP:{ //When finger leaves the screen, stop sprite's horizontal movement renderer.setSpriteStopped(); break; }

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  • how to move the camera behind a model with the same angle? in XNA

    - by Mehdi Bugnard
    I meet are having difficulty in moving my camera behind an object in a 3D world. I would create two view mode. 1: for fps (first person). 2nd: external view behind the character (second person). I searched the net some example but it does not work in my project. Here is my code used to change view if F2 is pressed //Camera double X1 = this.camera.PositionX; double X2 = this.player.Position.X; double Z1 = this.camera.PositionZ; double Z2 = this.player.Position.Z; //Verify that the user must not let the press F2 if (!this.camera.IsF2TurnedInBoucle) { // If the view mode is the second person if (this.camera.ViewCamera_type == CameraSimples.ChangeView.SecondPerson) { this.camera.ViewCamera_type = CameraSimples.ChangeView.firstPerson; //Calcul position - ?? Here my problem double direction = Math.Atan2(X2 - X1, Z2 - Z1) * 180.0 / 3.14159265; //Calcul angle - ?? Here my problem this.camera.position = .. this.camera.rotation = .. this.camera.MouseRadian_LeftrightRot = (float)direction; } //IF mode view is first person else { //....

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  • Acer Allionone Z5810 Touchscreen Issues 12.04

    - by Johannes
    I have an Acer Allionone Z5810, and I can't get the touchscreen to work after I install 12.04. Here is the lsusb output: Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 002 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 003 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 004 Device 001: ID 1d6b:0003 Linux Foundation 3.0 root hub Bus 001 Device 002: ID 8087:0024 Intel Corp. Integrated Rate Matching Hub Bus 002 Device 002: ID 8087:0024 Intel Corp. Integrated Rate Matching Hub Bus 001 Device 003: ID 0596:0508 MicroTouch Systems, Inc. Bus 001 Device 004: ID 04b8:0005 Seiko Epson Corp. Printer Bus 001 Device 005: ID 07ca:1336 AVerMedia Technologies, Inc. Bus 002 Device 003: ID 04ca:0058 Lite-On Technology Corp. Bus 002 Device 004: ID 0a12:0001 Cambridge Silicon Radio, Ltd Bluetooth Dongle (HCI mode) Bus 002 Device 005: ID 04f2:b23f Chicony Electronics Co., Ltd xinput --list Virtual core pointer id=2 [master pointer (3)] ? ? Virtual core XTEST pointer id=4 [slave pointer (2)] ? ? Lite-On Technology Corp. Wireless Device id=9 [slave pointer (2)] ? ? Lite-On Technology Corp. Wireless Device id=10 [slave pointer (2)] ? Virtual core keyboard id=3 [master keyboard (2)] ? Virtual core XTEST keyboard id=5 [slave keyboard (3)] ? Power Button id=6 [slave keyboard (3)] ? Power Button id=7 [slave keyboard (3)] ? Lite-On Technology Corp. Wireless Device id=8 [slave keyboard (3)] ? USB 2.0 camera id=11 [slave keyboard (3)] ? AT Translated Set 2 keyboard id=12 [slave keyboard (3)] My xorg.conf contains: nvidia-xconfig: X configuration file generated by nvidia-xconfig nvidia-xconfig: version 304.48 (buildmeister@swio-display x86-rhel47-04.nvidia.com) Sun Sep 9 21:31:39 PDT 2012 Section "ServerLayout" Identifier "Layout0" Screen 0 "Screen0" InputDevice "Keyboard0" "CoreKeyboard" InputDevice "Mouse0" "CorePointer" InputDevice "TouchScreen" EndSection Section "Files" EndSection Section "InputDevice" Identifier "TouchScreen" Driver "microtouch" Option "Type" "finger" Option "Device" "/dev/ttyS3" Option "ScreenNo" "0" Option "MinX" "0" Option "MaxX" "16383" Option "MinY" "0" Option "MaxY" "16383" Option "SendCoreEvents" "yes" EndSection Section "InputDevice" # generated from default Identifier "Mouse0" Driver "mouse" Option "Protocol" "auto" Option "Device" "/dev/psaux" Option "Emulate3Buttons" "no" Option "ZAxisMapping" "4 5" EndSection Section "InputDevice" # generated from default Identifier "Keyboard0" Driver "kbd" EndSection Section "Monitor" Identifier "Monitor0" VendorName "Unknown" ModelName "Unknown" HorizSync 28.0 - 33.0 VertRefresh 43.0 - 72.0 Option "DPMS" EndSection Section "Device" Identifier "Device0" Driver "nvidia" VendorName "NVIDIA Corporation" EndSection Section "Screen" Identifier "Screen0" Device "Device0" Monitor "Monitor0" DefaultDepth 24 SubSection "Display" Depth 24 EndSubSection EndSection

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  • PHP next MySQL row - how to move pointer until function checks true?

    - by ropbhardgood
    I have a PHP script which takes a value from a row in my MySQL database, runs it through a function, and if it determines it's true returns one value, and if it's false, it needs to go to the next value in the database and check that one until eventually one returns true. I think I need to use mysql_fetch_assoc, but I'm not really sure in what way to use it... I wish I could post my code to be more specific, but it's a lot of code and most of it has no bearing on this issue...

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  • What does this piece of code in C++ mean? [closed]

    - by user1838418
    const double pi = 3.141592653589793; const angle rightangle = pi/2; inline angle deg2rad(angle degree) { return degree * rightangle / 90.; } angle function1() { return rightangle * ( ((double) rand()) / ((double) RAND_MAX) - .5 ); } bool setmargin(angle theta, angle phi, angle margin) { return (theta > phi-margin && theta < phi+margin); } Please help me. I'm new to C++

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  • i386 assembly question: why do I need to meddle with the stack pointer?

    - by zneak
    Hello everyone, I decided it would be fun to learn x86 assembly during the summer break. So I started with a very simple hello world program, borrowing on free examples gcc -S could give me. I ended up with this: HELLO: .ascii "Hello, world!\12\0" .text .globl _main _main: pushl %ebp # 1. puts the base stack address on the stack movl %esp, %ebp # 2. puts the base stack address in the stack address register subl $20, %esp # 3. ??? pushl $HELLO # 4. push HELLO's address on the stack call _puts # 5. call puts xorl %eax, %eax # 6. zero %eax, probably not necessary since we didn't do anything with it leave # 7. clean up ret # 8. return # PROFIT! It compiles and even works! And I think I understand most of it. Though, magic happens at step 3. Would I remove this line, my program would die between the call to puts and the xor from a misaligned stack error. And would I change $20 to another value, it'd crash too. So I came to the conclusion that this value is very important. Problem is, I don't know what it does and why it's needed. Can anyone explain me? (I'm on Mac OS, would it ever matter.)

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  • There is no two finger scroll option in my "Mouse and Touchpad" settings

    - by Ian
    I simply do not have the option for "two-finger scrolling" available in my "Mouse and Touchpad" settings. I have tried a lot of terminal commands that I have found in the forums with no success. Who has a solution that will enable two-finger scrolling? A little about me: Ubuntu 12.04.1 LTS \n \l Built-in Pointing Device Type: Mouse Interface: PS/2 Buttons: 2 ~$ xinput list ? Virtual core pointer id=2 [master pointer (3)] ? ? Virtual core XTEST pointer id=4 [slave pointer (2)] ? ? PS/2 Synaptics TouchPad id=15 [slave pointer (2)] ? Virtual core keyboard id=3 [master keyboard (2)] ? Virtual core XTEST keyboard id=5 [slave keyboard (3)] ? Power Button id=6 [slave keyboard (3)] ? Video Bus id=7 [slave keyboard (3)] ? Power Button id=8 [slave keyboard (3)] ? Sleep Button id=9 [slave keyboard (3)] ? WebCam SC-13HDL10931N id=10 [slave keyboard (3)] ? AT Translated Set 2 keyboard id=14 [slave keyboard (3)] Screenshot of system settings:

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  • How do I impliment a hidden field in a post form so users can't accidentally double post? (PHP/Mysql

    - by ggfan
    When users submit a form, they will sometimes click refresh or backspace then resubmit which causes multiple entries in mysql. How can i prevent mysql from allowing more than 1 of the same entry? People suggested a hidden field with a value, but how do I use that? <label for="state" class="styled">State:</label> <input type="text" id="state" name="state" value="<?php if (!empty($state)) echo $state; ?>" size="30" /><br /> //a hidden field of a certain value? ________________________________________ <input type="submit" value="Post Ad!" name="submit" /> //php to insert to mysql $query4 = "INSERT INTO posting (state) VALUES ('$state')"; mysqli_query($dbc, $query4);

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  • Creating SparseImages for Pivot

    - by John Conwell
    Learning how to programmatically make collections for Microsoft Live Labs Pivot has been a pretty interesting ride. There are very few examples out there, and the folks at MS Live Labs are often slow on any feedback.  But that is what Reflector is for, right? Well, I was creating these InfoCard images (similar to the Car images in the "New Cars" sample collection that that MS created for Pivot), and wanted to put a Tag Cloud into the info card.  The problem was the size of the tag cloud might vary in order for all the tags to fit into the tag cloud (often times being bigger than the info card itself).  This was because the varying word lengths and calculated font sizes. So, to fix this, I made the tag cloud its own separate image from the info card.  Then, I would create a sparse image out of the two images, where the tag cloud fit into a small section of the info card.  This would allow the user to see the info card, but then zoom into the tag cloud and see all the tags at a normal resolution.  Kind'a cool. But...I couldn't find one code example (not one!) of how to create a sparse image.  There is one page on the SeaDragon site (http://www.seadragon.com/developer/creating-content/deep-zoom-tools/) that gives over the API for creating images and collections, and it sparsely goes over how to create a sparse image, but unless you are familiar with the API already, the documentation doesn't help very much. The key is the Image.ViewportWidth and Image.ViewportOrigin properties of the image that is getting super imposed on the main image.  I'll walk through the code below.  I've setup a couple Point structs to represent the parent and sub image sizes, as well as where on the parent I want to position the sub image.  Next, create the parent image.  This is pretty straight forward.  Then I create the sub image.  Then I calculate several ratios; the height to width ratio of the sub image, the width ratio of the sub image to the parent image, the height ratio of the sub image to the parent image, then the X and Y coordinates on the parent image where I want the sub image to be placed represented as a ratio of the position to the parent image size. After all these ratios have been calculated, I use them to calculate the Image.ViewportWidth and Image.ViewportOrigin values, then pass the image objects into the SparseImageCreator and call Create. The key thing that was really missing from the API documentation page is that when setting up your sub images, everything is expressed in a ratio in relation to the main parent image.  If I had known this, it would have saved me a lot of trial and error time.  And how did I figure this out?  Reflector of course!  There is a tool called Deep Zoom Composer that came from MS Live Labs which can create a sparse image.  I just dug around the tool's code until I found the method that create sparse images.  But seriously...look at the API documentation from the SeaDragon size and look at the code below and tell me if the documentation would have helped you at all.  I don't think so!   public static void WriteDeepZoomSparseImage(string mainImagePath, string subImagePath, string destination) {     Point parentImageSize = new Point(720, 420);     Point subImageSize = new Point(490, 310);     Point subImageLocation = new Point(196, 17);     List<Image> images = new List<Image>();     //create main image     Image mainImage = new Image(mainImagePath);     mainImage.Size = parentImageSize;     images.Add(mainImage);     //create sub image     Image subImage = new Image(subImagePath);     double hwRatio = subImageSize.X/subImageSize.Y;            // height width ratio of the tag cloud     double nodeWidth = subImageSize.X/parentImageSize.X;        // sub image width to parent image width ratio     double nodeHeight = subImageSize.Y / parentImageSize.Y;    // sub image height to parent image height ratio     double nodeX = subImageLocation.X/parentImageSize.X;       //x cordinate position on parent / width of parent     double nodeY = subImageLocation.Y / parentImageSize.Y;     //y cordinate position on parent / height of parent     subImage.ViewportWidth = (nodeWidth < double.Epsilon) ? 1.0 : (1.0 / nodeWidth);     subImage.ViewportOrigin = new Point(         (nodeWidth < double.Epsilon) ? -1.0 : (-nodeX / nodeWidth),         (nodeHeight < double.Epsilon) ? -1.0 : ((-nodeY / nodeHeight) / hwRatio));     images.Add(subImage);     //create sparse image     SparseImageCreator creator = new SparseImageCreator();     creator.Create(images, destination); }

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  • how do I insert an hidden token in my form to prevent double posts? (PHP)

    - by jpjp
    I want to prevent users from accidentally posting a comment twice. I use the PRG (post redirect get) method, so that I insert the data on another page then redirect the user back to the page which shows the comment. This allows users to refresh as many times as they want. However this doesn't work when the user goes back and clicks submit again or when they click submit 100 times really fast. I don't want 100 of the same comments. I looked at related questions on SO and found that a token is best. But I am having trouble using it. //makerandomtoken(20) returns a random 20 length char. <form method="post" ... > <input type="text" id="comments" name="comments" class="commentbox" /><br/> <input type="hidden" name="_token" value="<?php echo $token=makerandomtoken(20); ?>" /> <input type="submit" value="submit" name="submit" /> </form> if (isset($_POST['submit']) && !empty($comments)) { $comments= mysqli_real_escape_string($dbc,trim($_POST['comments'])); //how do I make the if-statment to check if the token has been already set once? if ( ____________){ //don't insert comment because already clicked submit } else{ //insert the comment into the database } } So I have the token as a hidden value, but how do I use that to prevent multiple clicking of submit.

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  • modify the way files get opened from finder by shift-clicking (etc) as in windows

    - by stib
    In the windows shell it is possible to modify the default action for opening any document type when holding down a modifier key such as shift or option when double clicking. So for example I can open a jpeg in irfanview if I just double click it, in firefox if I shift-double click it or in potatoshop if I option-double click it. However on a mac I have to right click, and choose "open with..", which can be annoying when there are a lot of possible candidates (such as with jpegs) or if I want to open the file with somehting like an applescript, which won't show up on the list and will have to be found in the file system and specified manually, every.. single.. time. Is there a way of making the mac open files differently by holding down modifier keys when double clicking?

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