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  • Simple XNA 2D demo: why is my F# version slower than C# version?

    - by Den
    When running this XNA application it should display a rotated rectangle that moves from top-left corner to bottom-right corner. It looks like my F# version is noticeably much slower. It seems that the Draw method skips a lot of frames. I am using VS 2012 RC, XNA 4.0, .NET 4.5, F# 3.0. I am trying to make it as functional as possible. What could be the reason for poor performance? C#: class Program { static void Main(string[] args) { using (var game = new FlockGame()) { game.Run(); } } } public class FlockGame : Game { private GraphicsDeviceManager graphics; private DrawingManager drawingManager; private Vector2 position = Vector2.Zero; public FlockGame() { graphics = new GraphicsDeviceManager(this); } protected override void Initialize() { drawingManager = new DrawingManager(graphics.GraphicsDevice); this.IsFixedTimeStep = false; } protected override void Update(GameTime gameTime) { position = new Vector2(position.X + 50.1f * (float)gameTime.ElapsedGameTime.TotalSeconds, position.Y + 50.1f * (float)gameTime.ElapsedGameTime.TotalSeconds); base.Update(gameTime); } protected override void Draw(GameTime gameTime) { //this.GraphicsDevice.Clear(Color.Lavender) drawingManager.DrawRectangle(position, new Vector2(100.0f, 100.0f), 0.7845f, Color.Red); base.Draw(gameTime); } } public class DrawingManager { private GraphicsDevice GraphicsDevice; private Effect Effect; public DrawingManager(GraphicsDevice graphicsDevice) { GraphicsDevice = graphicsDevice; this.Effect = new BasicEffect(this.GraphicsDevice) { VertexColorEnabled = true, Projection = Matrix.CreateOrthographicOffCenter(0.0f, this.GraphicsDevice.Viewport.Width, this.GraphicsDevice.Viewport.Height, 0.0f, 0.0f, 1.0f) }; } private VertexPositionColor[] GetRectangleVertices (Vector2 center, Vector2 size, float radians, Color color) { var halfSize = size/2.0f; var topLeft = -halfSize; var bottomRight = halfSize; var topRight = new Vector2(bottomRight.X, topLeft.Y); var bottomLeft = new Vector2(topLeft.X, bottomRight.Y); topLeft = Vector2.Transform(topLeft, Matrix.CreateRotationZ(radians)) + center; topRight = Vector2.Transform(topRight, Matrix.CreateRotationZ(radians)) + center; bottomRight = Vector2.Transform(bottomRight, Matrix.CreateRotationZ(radians)) + center; bottomLeft = Vector2.Transform(bottomLeft, Matrix.CreateRotationZ(radians)) + center; return new VertexPositionColor[] { new VertexPositionColor(new Vector3(topLeft, 0.0f), color), new VertexPositionColor(new Vector3(topRight, 0.0f), color), new VertexPositionColor(new Vector3(topRight, 0.0f), color), new VertexPositionColor(new Vector3(bottomRight, 0.0f), color), new VertexPositionColor(new Vector3(bottomRight, 0.0f), color), new VertexPositionColor(new Vector3(bottomLeft, 0.0f), color), new VertexPositionColor(new Vector3(bottomLeft, 0.0f), color), new VertexPositionColor(new Vector3(topLeft, 0.0f), color) }; } public void DrawRectangle(Vector2 center, Vector2 size, float radians, Color color) { var vertices = GetRectangleVertices(center, size, radians, color); foreach (var pass in this.Effect.CurrentTechnique.Passes) { pass.Apply(); this.GraphicsDevice.DrawUserPrimitives(PrimitiveType.LineList, vertices, 0, vertices.Length/2); } } } F#: namespace Flocking module FlockingProgram = open System open Flocking [<STAThread>] [<EntryPoint>] let Main _ = use g = new FlockGame() g.Run() 0 //------------------------------------------------------------------------------ namespace Flocking open System open System.Diagnostics open Microsoft.Xna.Framework open Microsoft.Xna.Framework.Graphics open Microsoft.Xna.Framework.Input type public FlockGame() as this = inherit Game() let mutable graphics = new GraphicsDeviceManager(this) let mutable drawingManager = null let mutable position = Vector2.Zero override Game.LoadContent() = drawingManager <- new Rendering.DrawingManager(graphics.GraphicsDevice) this.IsFixedTimeStep <- false override Game.Update gameTime = position <- Vector2(position.X + 50.1f * float32 gameTime.ElapsedGameTime.TotalSeconds, position.Y + 50.1f * float32 gameTime.ElapsedGameTime.TotalSeconds) base.Update gameTime override Game.Draw gameTime = //this.GraphicsDevice.Clear(Color.Lavender) Rendering.DrawRectangle(drawingManager, position, Vector2(100.0f, 100.0f), 0.7845f, Color.Red) base.Draw gameTime //------------------------------------------------------------------------------ namespace Flocking open System open System.Collections.Generic open Microsoft.Xna.Framework open Microsoft.Xna.Framework.Graphics open Microsoft.Xna.Framework.Input module Rendering = [<AllowNullLiteral>] type DrawingManager (graphicsDevice : GraphicsDevice) = member this.GraphicsDevice = graphicsDevice member this.Effect = new BasicEffect(this.GraphicsDevice, VertexColorEnabled = true, Projection = Matrix.CreateOrthographicOffCenter(0.0f, float32 this.GraphicsDevice.Viewport.Width, float32 this.GraphicsDevice.Viewport.Height, 0.0f, 0.0f, 1.0f)) let private GetRectangleVertices (center:Vector2, size:Vector2, radians:float32, color:Color) = let halfSize = size / 2.0f let mutable topLeft = -halfSize let mutable bottomRight = halfSize let mutable topRight = new Vector2(bottomRight.X, topLeft.Y) let mutable bottomLeft = new Vector2(topLeft.X, bottomRight.Y) topLeft <- Vector2.Transform(topLeft, Matrix.CreateRotationZ(radians)) + center topRight <- Vector2.Transform(topRight, Matrix.CreateRotationZ(radians)) + center bottomRight <- Vector2.Transform(bottomRight, Matrix.CreateRotationZ(radians)) + center bottomLeft <- Vector2.Transform(bottomLeft, Matrix.CreateRotationZ(radians)) + center [| new VertexPositionColor(new Vector3(topLeft, 0.0f), color) new VertexPositionColor(new Vector3(topRight, 0.0f), color) new VertexPositionColor(new Vector3(topRight, 0.0f), color) new VertexPositionColor(new Vector3(bottomRight, 0.0f), color) new VertexPositionColor(new Vector3(bottomRight, 0.0f), color) new VertexPositionColor(new Vector3(bottomLeft, 0.0f), color) new VertexPositionColor(new Vector3(bottomLeft, 0.0f), color) new VertexPositionColor(new Vector3(topLeft, 0.0f), color) |] let DrawRectangle (drawingManager:DrawingManager, center:Vector2, size:Vector2, radians:float32, color:Color) = let vertices = GetRectangleVertices(center, size, radians, color) for pass in drawingManager.Effect.CurrentTechnique.Passes do pass.Apply() drawingManager.GraphicsDevice.DrawUserPrimitives(PrimitiveType.LineList, vertices, 0, vertices.Length/2)

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  • Giving 'TemplateError' can't convert String into Integer

    - by Gagan
    Hi, I recently transfered my app from Rails2 to Rails3. The code in 'app/views/distribution/index.html.erb' is like :- <div style="padding-bottom:10px; padding-left:0px;float:left;display:<%= (!session[:album][@artist.id.to_s].empty? && !session[:album][@artist.id.to_s].nil?)?'block' : 'none' %>" id = "make_payment_enabled"> <%= link_to 'Make Payments',{:action => 'pay', :album=>@album.id}, :class => "button" %> </div> It's giving me TemplateError on line :- <div style="padding-bottom:10px; padding-left:0px;float:left;display:<%= (!session[:album][@artist.id.to_s].empty? && !session[:album][@artist.id.to_s].nil?)?'block' : 'none' %>" id = "make_payment_enabled"> How to resolve the problem ?

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  • Help with Pixel Shader effect for brightness and contrast

    - by Hans
    What is a simple pixel shader script effect to apply brightness and contrast? I found this one, but it doesn't seem to be correct: sampler2D input : register(s0); float brightness : register(c0); float contrast : register(c1); float4 main(float2 uv : TEXCOORD) : COLOR { float4 color = tex2D(input, uv); float4 result = color; result = color + brightness; result = result * (1.0+contrast)/1.0; return result; } thanks!

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  • Gamepad Control for Processing + Android to Control Arduino Robot

    - by Iker
    I would like to create a Multitouch Gamepad control for Processing and use it to control a remote Arduino Robot. I would like to make the GUI on Processing and compile it for Android. Here is the GUI Gamepad for Processing I have created so far: float easing = 0.09; // start position int posX = 50; int posY = 200; // target position int targetX = 50; int targetY = 200; boolean dragging = false; void setup() { size(500,250); smooth(); } void draw() { background(255); if (!dragging) { // calculate the difference in position, apply easing and add to vx/vy float vx = (targetX - (posX)) * easing; float vy = (targetY - (posY)) * easing; // Add the velocity to the current position: make it move! posX += vx; posY += vy; } if(mousePressed) { dragging = true; posX = mouseX; posY = mouseY; } else { dragging = false; } DrawGamepad(); DrawButtons(); } void DrawGamepad() { //fill(0,155,155); //rect(0, 150, 100, 100, 15); ellipseMode(RADIUS); // Set ellipseMode to RADIUS fill(0,155,155); // Set fill to blue ellipse(50, 200, 50, 50); // Draw white ellipse using RADIUS mode ellipseMode(CENTER); // Set ellipseMode to CENTER fill(255); // Set fill to white// ellipse(posX, posY, 35, 35); // Draw gray ellipse using CENTER mode } void DrawButtons() { fill(0,155,155); // Set fill to blue ellipse(425, 225, 35, 35); ellipse(475, 225, 35, 35); fill(255,0,0); // Set fill to blue ellipse(425, 175, 35, 35); ellipse(475, 175, 35, 35); } I have realized that probably that code will not support Multitouch events on Android so I came up with another code found on this link Can Processing handle multi-touch? So the aim of this project is to create de multitouch gamepad to use to control my Arduino Robot. The gamepad should detect which key was pressed as well as the direction of the Joystick. Any help appreciated.

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  • Java vs c++ types

    - by folone
    I've recently had a question about coledatetime java implementation, and Chris said, that the problem might lay in type conversions: cpp-float vs java-float (Or maybe cpp-date vs java-date. Not types, but..). Now I have several questions on this: Is there a table of comparison for java vs c++ types? If type conversions is the problem, in my situation (I have a db with OLEDate records, already created with some c++ program. I need to read and write to that db, so that the OLEDate field compatibility remained: my java code reads proper dates, and c++ program is not affected with what the java program wrote to the db.), what would you do: Use COleDateTime to retrieve the date with JNI? Create your own implementation at all costs (using broader types, or anything else)? Is there anything, I'm missing here?

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  • Doing arithmetic with up to two decimal places in Python?

    - by user248237
    I have two floats in Python that I'd like to subtract, i.e. v1 = float(value1) v2 = float(value2) diff = v1 - v2 I want "diff" to be computed up to two decimal places, that is compute it using %.2f of v1 and %.2f of v2. How can I do this? I know how to print v1 and v2 up to two decimals, but not how to do arithmetic like that. The particular issue I am trying to avoid is this. Suppose that: v1 = 0.982769777778 v2 = 0.985980444444 diff = v1 - v2 and then I print to file the following: myfile.write("%.2f\t%.2f\t%.2f\n" %(v1, v2, diff)) then I will get the output: 0.98 0.99 0.00, suggesting that there's no difference between v1 and v2, even though the printed result suggests there's a 0.01 difference. How can I get around this? thanks.

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  • HLSL/XNA Ambient light texture mixed up with multi pass lighting

    - by Manu-EPITA
    I've been having some troubles lately with lighting. I have found a source on google which is working pretty good on the example. However, when I try to implement it to my current project, I am getting some very weird bugs. The main one is that my textures are "mixed up" when I only activate the ambient light, which means that a model gets the texture of another one . I am using the same effect for every meshes of my models. I guess this could be the problem, but I don't really know how to "reset" an effect for a new model. Is it possible? Here is my shader: float4x4 WVP; float4x4 WVP; float3x3 World; float3 Ke; float3 Ka; float3 Kd; float3 Ks; float specularPower; float3 globalAmbient; float3 lightColor; float3 eyePosition; float3 lightDirection; float3 lightPosition; float spotPower; texture2D Texture; sampler2D texSampler = sampler_state { Texture = <Texture>; MinFilter = anisotropic; MagFilter = anisotropic; MipFilter = linear; MaxAnisotropy = 16; }; struct VertexShaderInput { float4 Position : POSITION0; float2 Texture : TEXCOORD0; float3 Normal : NORMAL0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 Texture : TEXCOORD0; float3 PositionO: TEXCOORD1; float3 Normal : NORMAL0; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; output.Position = mul(input.Position, WVP); output.Normal = input.Normal; output.PositionO = input.Position.xyz; output.Texture = input.Texture; return output; } float4 PSAmbient(VertexShaderOutput input) : COLOR0 { return float4(Ka*globalAmbient + Ke,1) * tex2D(texSampler,input.Texture); } float4 PSDirectionalLight(VertexShaderOutput input) : COLOR0 { //Difuze float3 L = normalize(-lightDirection); float diffuseLight = max(dot(input.Normal,L), 0); float3 diffuse = Kd*lightColor*diffuseLight; //Specular float3 V = normalize(eyePosition - input.PositionO); float3 H = normalize(L + V); float specularLight = pow(max(dot(input.Normal,H),0),specularPower); if(diffuseLight<=0) specularLight=0; float3 specular = Ks * lightColor * specularLight; //sum all light components float3 light = diffuse + specular; return float4(light,1) * tex2D(texSampler,input.Texture); } technique MultiPassLight { pass Ambient { VertexShader = compile vs_3_0 VertexShaderFunction(); PixelShader = compile ps_3_0 PSAmbient(); } pass Directional { PixelShader = compile ps_3_0 PSDirectionalLight(); } } And here is how I actually apply my effects: public void ApplyLights(ModelMesh mesh, Matrix world, Texture2D modelTexture, Camera camera, Effect effect, GraphicsDevice graphicsDevice) { graphicsDevice.BlendState = BlendState.Opaque; effect.CurrentTechnique.Passes["Ambient"].Apply(); foreach (ModelMeshPart part in mesh.MeshParts) { graphicsDevice.SetVertexBuffer(part.VertexBuffer); graphicsDevice.Indices = part.IndexBuffer; // Texturing graphicsDevice.BlendState = BlendState.AlphaBlend; if (modelTexture != null) { effect.Parameters["Texture"].SetValue( modelTexture ); } graphicsDevice.DrawIndexedPrimitives( PrimitiveType.TriangleList, part.VertexOffset, 0, part.NumVertices, part.StartIndex, part.PrimitiveCount ); // Applying our shader to all the mesh parts effect.Parameters["WVP"].SetValue( world * camera.View * camera.Projection ); effect.Parameters["World"].SetValue(world); effect.Parameters["eyePosition"].SetValue( camera.Position ); graphicsDevice.BlendState = BlendState.Additive; // Drawing lights foreach (DirectionalLight light in DirectionalLights) { effect.Parameters["lightColor"].SetValue(light.Color.ToVector3()); effect.Parameters["lightDirection"].SetValue(light.Direction); // Applying changes and drawing them effect.CurrentTechnique.Passes["Directional"].Apply(); graphicsDevice.DrawIndexedPrimitives( PrimitiveType.TriangleList, part.VertexOffset, 0, part.NumVertices, part.StartIndex, part.PrimitiveCount ); } } I am also applying this when loading the effect: effect.Parameters["lightColor"].SetValue(Color.White.ToVector3()); effect.Parameters["globalAmbient"].SetValue(Color.White.ToVector3()); effect.Parameters["Ke"].SetValue(0.0f); effect.Parameters["Ka"].SetValue(0.01f); effect.Parameters["Kd"].SetValue(1.0f); effect.Parameters["Ks"].SetValue(0.3f); effect.Parameters["specularPower"].SetValue(100); Thank you very much UPDATE: I tried to load an effect for each model when drawing, but it doesn't seem to have changed anything. I suppose it is because XNA detects that the effect has already been loaded before and doesn't want to load a new one. Any idea why?

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  • dose not name a type error in c++

    - by user985316
    #include <math.h> #include <stdlib.h> #include <stdio.h> #include <vector> #define IE 40 #define JE 40 #define KE 40 #define ia 7 #define ja 7 #define ka 7 #define NFREQS 3 using namespace std; main() float l,m,n,i,j,k,ic,jc,kc,nsteps,n_pml; float ddx,dt,T,epsz,muz,pi,eaf,npml; int ib,jb,kb; . . . . ic=IE*0.5 ; jc=JE*0.5 ; ....'ic'dose not name a type. ....'jc'dose not name a type.

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  • Understanding The Convolution Matrix

    - by Ryan Naddy
    I am learning about the Convolution Matrix, and I understand how they work, but I don't understand how to know before hand what the output of a Matrix will look like. For example lets say I want to add a blur to an image, I could guess 10,000+ different combinations of numbers before I get the correct one. I do know though that this formula will give me a blur effect, but I have no idea why. float[] sharpen = new float[] { 1/9f, 1/9f, 1/9f, 1/9f, 1/9f, 1/9f, 1/9f, 1/9f, 1/9f }; Can anyone either explain to me how this works or point me to some article, that explains this? I would like to know before hand what a possible output of the matrix will be without guessing. Basically I would like to know why do we put that number in the filed, and why not some other number?

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  • os.path.getmtime() doesn't return fraction of a second

    - by haridsv
    I compile python 2.6.4 for centos 5.3 and find this issue that os.path.getmtime() or os.stat().m_time doesn't have the fraction part. As per docs, if os.stat_float_times() True, then it should return float value. In my case, I do see it as float, but no fraction part (it is 0). In [3]: os.path.getmtime('/tmp') Out[3]: 1268339116.0 In [4]: os.stat('/tmp') Out[4]: posix.stat_result(st_mode=17407, st_ino=508897L, st_dev=29952L, st_nlink=7, st_uid=0, st_gid=0, st_size=4096L, st_atime=1268101696, st_mtime=1268339116, st_ctime=1268339116) In [5]: os.stat_float_times() True In [6]: os.stat('/tmp').st_mtime Out[6]: 1268339116.0 It is also strange that the stat() output seems like an int. On windows, I do see a fraction part with the same python version. I am running centos on top of colinux, could that be playing a role, or is it some python build issue? I couldn't find any hits for generic colinux issue. May be it is how colinux configures the filesystem? What would I need to check in that case?

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  • Function to get X, Y position of an object orbiting a point, given a distance and angle in radians?

    - by Jake Petroules
    I am trying to code a function for a camera that orbits a point. Assume a 3d coordinate plane where Z is up. Ignore Z. Let's say the camera's position starts at (0, 0, z). The object to orbit is at, say (50, 50, z). So we have a distance of ~70 units. Calling the function with {(50, 50, z), 70, x} where x is the position in orbit, in radians, should return where the position of the camera should be. I believe this involves cos and tan but my trig isn't that great... point3d getCameraPosition(point3d objectPosition, float distance, float rotationRadians) { // ??? }

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  • jquery tabs changing on change?

    - by Steven
    Hello, I have two tabs each with different styles and different text. One recent posts and one recent comments the css for each are below with the ones I need to have when they are selected. So pretty much when a user selects the recent comments it will change the entire block to the second one (2). Pretty much changing width, and swapping the css for both tabs. I am currently using idtabs http://www.sunsean.com/idTabs/ My question: How can I have it change the tab css and width for both when the right tab is selected and then back again when the left tab is selected. CSS sideboxtopleft { float: left; width: 121px; height:20px; background-image: url(images/categorysplitter.gif); background-position:top right; background-repeat:no-repeat; text-align: center; padding-top: 10px; margin: 0; } sideboxtopleft2 { float: left; width: 173px; height:20px; background-image: url(images/categorysplitter.gif); background-position:top right; background-repeat:no-repeat; text-align: center; padding-top: 10px; margin: 0; } sideboxtopright { float: right; width: 173px; height: 20px; background-image:url(images/categorybg.gif); text-align: center; padding-top: 10px; margin: 0; } sideboxtopright2 { float: right; width: 121px; height: 20px; background-image:url(images/categorybg.gif); text-align: center; padding-top: 10px; margin: 0; } HTML <div id="sidebox" style="padding: 0px; width:294px;"> <div class="idTabs"> <div id="sideboxtopleft"> <a href="#post"><h3>RECENT POSTS <img src="images/arrow.gif" width="9" height="5" alt="v" border="0" /></h3></a> </div> <div id="sideboxtopright"> <a href="#comments"><h3>RECENT COMMENTS <img src="images/arrow2.gif" width="6" height="9" alt=">" border="0" /></h3></a> </div> </div> <div style="padding: 10px;"> <div id="post"> SUP? </div> <div id="comments"> SUP?>>!?>!! </div> </div> </div> <div id="sidebox" style="padding: 0px; width:294px;"> <div class="idTabs"> <div id="sideboxtopleft2"> <a href="#post2"><h3>RECENT COMMENTS <img src="images/arrow.gif" width="9" height="5" alt="v" border="0" /></h3></a> </div> <div id="sideboxtopright2"> <a href="#comments2"><h3>RECENT POSTS <img src="images/arrow2.gif" width="6" height="9" alt=">" border="0" /></h3></a> </div> </div> <div style="padding: 10px;"> <div id="post2"> SUP? </div> <div id="comments2"> SUP?>>!?>!! </div> </div> </div>

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  • Using Range Function

    - by Michael Alexander Riechmann
    My goal is to make a program that takes an input (Battery_Capacity) and ultimately spits out a list of the (New_Battery_Capacity) and the Number of (Cycle) it takes for it ultimately to reach maximum capacity of 80. Cycle = range (160) Charger_Rate = 0.5 * Cycle Battery_Capacity = float(raw_input("Enter Current Capacity:")) New_Battery_Capacity = Battery_Capacity + Charger_Rate if Battery_Capacity < 0: print 'Battery Reading Malfunction (Negative Reading)' elif Battery_Capacity > 80: print 'Battery Reading Malfunction (Overcharged)' elif float(Battery_Capacity) % 0.5 !=0: print 'Battery Malfunction (Charges Only 0.5 Interval)' while Battery_Capacity >= 0 and Battery_Capacity < 80: print New_Battery_Capacity I was wondering why my Cycle = range(160) isn't working in my program?

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  • Warning as Error - How to rid these

    - by coffeeaddict
    I cannot figure out how to get rid of errors that basically should not be halting my compile in VS 2010 and should not be show stoppers, or at least I will fix them later but I don't want the compile to just error and halt on these kinds of problems. For example I'm getting the following error: Error 1 Warning as Error: XML comment on 'ScrewTurn.Wiki.SearchEngine.Relevance.Finalize(float)' has a paramref tag for 'IsFinalized', but there is no parameter by that name C:\www\Wiki\Screwturn3_0_2_509\SearchEngine\Relevance.cs 60 70 SearchEngine for this code: /// /// Normalizes the relevance after finalization. /// /// The normalization factor. /// If is false ( was not called). public void NormalizeAfterFinalization(float factor) { if(factor < 0) throw new ArgumentOutOfRangeException("factor", "Factor must be greater than or equal to zero"); if(!isFinalized) throw new InvalidOperationException("Normalization can be performed only after finalization"); value = value * factor; } I looked in Tools | Options and I don't see where I can tweak the compiler and tell it not to worry about comment or XHTML based errors.

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  • checking whether 4 points in a plane define a square ??

    - by osabri
    how to check whether 4 points in the plane define a square? what's the function which given a point and a value of the area of a square as input parameters returns four squares(define a corresponding type) with sides parallel to the x axis and y axis this how i start: #include <stdio.h> #include<math.h> struct point{ float x; float y; } typedef struct point POINT; struct square{ struct point p1; struct point p2; struct point p3; struct point p4; } typedef struct square SQUARE; int main() { int point; printf("point coordinate"); printf("\n\n"); printf("enter data\n");

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  • How to get X,Y,Z rotations of vertices on a sphere at the origin?

    - by Stoff81
    Hey, I have a sphere in my game world and i would like to place a plane at each vertex on this sphere for debugging purposes. The planes should be orientated so that they lie flat against the sphere (perpendicular to the normals). The sphere is located at the origin, so all the vertices are relative to that. If my thinking is correct, i should be able to do this using the positions of the vertices and some simple trigonometry. I have tried a few combinations but have had no joy yet. I would greatly appreciate some help on this. Thanks. Here is my code: float xRot = RADIANS_TO_DEGREES(sinf(vertex.x/PLANET_RADIUS)); float yRot = RADIANS_TO_DEGREES(cosf(vertex.y/PLANET_RADIUS)); glRotatef(xRot, 1.0, 0, 0); glRotatef(yRot, 0, 1.0, 0);

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  • C++ : size of int, long, etc...

    - by Jérôme
    I'm looking for detailed informations regarding the size of basic C++ types. I know that it depends on the architecture (16 bits, 32 bits, 64 bits) and the compiler. But are there any standards ? I'm using Visual Studio 2008 on a 32 bit achitecture. Here is what I get : char : 1 byte short : 2 bytes int : 4 bytes long : 4 bytes float : 4 bytes double : 8 bytes I tried to find, without much success, reliable informations telling the sizes of char, short, int , long, double, float (and other types I don't think of) under different architecture and compiler.

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  • How does one declare the type of an Android preference?

    - by David R.
    I have a preferences.xml that looks like this: <?xml version="1.0" encoding="utf-8"?> <PreferenceScreen xmlns:android="http://schemas.android.com/apk/res/android"> <EditTextPreference android:name="Sample" android:enabled="true" android:persistent="true" android:summary="Sample" android:defaultValue="3.0" android:title="Sample" android:key="sample" /> </PreferenceScreen> When I do sp.getString("sample", "3.0"), it works fine and returns a string, but it shouldn't be a string, it should be a float. Running sp.getFloat("sample", 3.0f) throws a ClassCastException because it is a string. What should I put in the XML so that the preference is stored as a float?

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  • Question about C# properties

    - by Impz0r
    Hey there, i bumped the other day into a little problem regarding C#'s properties. Let's say i do have this setup: public class Point { public float X; public float Y; } public class Control { protected Point m_Position = new Point(); public Position { get { return m_Position; } set { m_Position = value; } // reorganize internal structure.. reorganize(); } protected reorganize() { // do some stuff } } This is all fine, but when it comes to usage, i could write something like: Control myControl = new Control(); myControl.Position.X = 1.0f; The thing is, my Control class wont recognize that the Position has been changed because set hasn't been called. So i guess my question is, is there a way to make Control aware of any Position changes? Thanks in advance! Mfg Imp

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  • weird performance in C++ (VC 2010)

    - by raicuandi
    Hello, I have this loop written in C++, that compiled with MSVC2010 takes a long time to run. (300ms) for (int i=0; i<h; i++) { for (int j=0; j<w; j++) { if (buf[i*w+j] > 0) { const int sy = max(0, i - hr); const int ey = min(h, i + hr + 1); const int sx = max(0, j - hr); const int ex = min(w, j + hr + 1); float val = 0; for (int k=sy; k < ey; k++) { for (int m=sx; m < ex; m++) { val += original[k*w + m] * ds[k - i + hr][m - j + hr]; } } heat_map[i*w + j] = val; } } } It seemed a bit strange to me, so I did some tests then changed a few bits to inline assembly: (specifically, the code that sums "val") for (int i=0; i<h; i++) { for (int j=0; j<w; j++) { if (buf[i*w+j] > 0) { const int sy = max(0, i - hr); const int ey = min(h, i + hr + 1); const int sx = max(0, j - hr); const int ex = min(w, j + hr + 1); __asm { fldz } for (int k=sy; k < ey; k++) { for (int m=sx; m < ex; m++) { float val = original[k*w + m] * ds[k - i + hr][m - j + hr]; __asm { fld val fadd } } } float val1; __asm { fstp val1 } heat_map[i*w + j] = val1; } } } Now it runs in half the time, 150ms. It does exactly the same thing, but why is it twice as quick? In both cases it was run in Release mode with optimizations on. Am I doing anything wrong in my original C++ code?

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  • Can't get images to go under each other

    - by Thomas Pen
    ello I'm new to html and css and tried to display a images that are floating right. Now I want to get the images under each other but is doesn't work. Can someone help me? this my css code for the images: .imagesLeft{ float: left; margin: 5px; } .imagesRight{ float: right; margin: 5px; } this my html code for the images: <div class="imagesRight"> <img src="../images/medewerkers.jpg"> </div> <div class="imagesRight"> <img src="../images/medewerkers1.jpg"> </div> <div class="imagesRight"> <img src="../images/medewerkers2.jpg"> </div> Thanks in advance !

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  • Lining up Divs, while using JQuery

    - by user630581
    I am trying to create a flash header like element in JQuery, that has three images that fade to other images. I have each group of images in a div, but the divs line up vertically down the page, I want them to line up horizontally in a row. Currently my css code is: div#demos{ width:940px; border:0; } .s1{ float:left; display:inline; background-color:#000000; width:225px; margin:0; } .s2{ float:right; display:inline; background-color:#000000; width:225px; margin:0; } .s3{ float:left; display:inline; background-color:#000000; width:225px; margin:0; } and my markup is: <div id="demos"> <div id="s1" class="pics"> <img src="Image1.jpeg" width="200" height="200" /> <img src="Image2.jpeg" width="200" height="200" /> <img src="Image3.jpeg" width="200" height="200" /> </div> <div id="s2" class="pics"> <img src="Image4.jpeg" width="200" height="200" /> <img src="Image5.jpeg" width="200" height="200" /> <img src="Image6.jpeg" width="200" height="200" /> </div> <div id="s3" class="pics"> <img src="Image7.jpeg" width="200" height="200" /> <img src="Image8.jpeg" width="200" height="200" /> <img src="Image9.jpeg" width="200" height="200" /> </div> <div style="clear:both"></div> </div>

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  • Pass Types as arguments to a function in Haskell?

    - by Charles Peng
    The following two functions are extremely similar. They read from a [String] n elements, either [Int] or [Float]. How can I factor the common code out? I don't know of any mechanism in Haskell that supports passing types as arguments. readInts n stream = foldl next ([], stream) [1..n] where next (lst, x:xs) _ = (lst ++ [v], xs) where v = read x :: Int readFloats n stream = foldl next ([], stream) [1..n] where next (lst, x:xs) _ = (lst ++ [v], xs) where v = read x :: Float I am at a beginner level of Haskell, so any comments on my code are welcome.

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  • Expected specifier-qualifier-list before 'CGPoint'

    - by Rob
    My project compiles and runs fine unless I try to compile my Unit Test Bundle it bombs out on the following with an "Expected specifier-qualifier-list before 'CGPoint'" error on line 5: #import <Foundation/Foundation.h> #import "Force.h" @interface WorldObject : NSObject { CGPoint coordinates; float altitude; NSMutableDictionary *forces; } @property (nonatomic) CGPoint coordinates; @property (nonatomic) float altitude; @property (nonatomic,retain) NSMutableDictionary *forces; - (void)setObject:(id)anObject inForcesForKey:(id)aKey; - (void)removeObjectFromForcesForKey:(id)aKey; - (id)objectFromForcesForKey:(id)aKey; - (void)applyForces; @end I have made sure that my Unit Test Bundle is a target of my WorldObject.m and it's header is imported in my testing header: #define USE_APPLICATION_UNIT_TEST 1 #import <SenTestingKit/SenTestingKit.h> #import <UIKit/UIKit.h> #import "Force.h" #import "WorldObject.h" @interface LogicTests : SenTestCase { Force *myForce; WorldObject *myWorldObject; } @end

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  • CSS overflow : list in a div

    - by Felicita
    I have an image gallery and I dont want give an extra class to third list item: <div class="row"> <ul class="rowUl"> <li>ssss</li> <li>ssss</li> <li>ssss</li> </ul> </div> and css .row { width: 620px; clear: both; overflow: hidden; } .rowUl { width: 645px; float: left; } .rowUl li { width: 220px; float: left; } but the third list item drop in other row. How can I solve this without extra class?

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