Search Results

Search found 1909 results on 77 pages for 'adjacency matrix'.

Page 73/77 | < Previous Page | 69 70 71 72 73 74 75 76 77  | Next Page >

  • Android - Transforming widgets within transformed widgets and the resulting usability issues.

    - by Ben Rose
    Hello. I'm new to Android application development and I'm currently experimenting with various UI ideas. In the image below, you can see a vertically scrolling list of horizontally scrolling galleries (and also textviews as you can see). I'm also doing some matrix and camera transformations which I will come to in a minute. For the background of the list elements, I use green. Blue is the background of the galleries, and red is the background for the images. These are just for my benefit of learning. The galleries being used are extended classes where I overrode the drawChild method to perform a canvas scale operation in order for the image closest to the center (width) to be larger than the others. The list view going vertically, I overrode the drawChild method and used the camera rotations from lack of depth dimension in the canvas functionality. The items in the list are scaled down and rotated relative to their position's proximity to the center (height). I understood that scrolling and clicking would not necessarily follow along with the image transforms, but it appears as though the parent Gallery class's drawing is constrained to the original coordinates as well (see photo below). I would love to hear any insight any of you have regarding how I can change the coordinates of the galleries in what is rendered via gallery scroll and the touch responsiveness of said gallery. Images in the gallery are not same dimensions, so don't let that throw you in looking at the image below Thanks in advance! Ben link to image (could not embed) -- Update: I was using my test application UI and noticed that when I got the UI to the point of the linked image and then I touched the top portion of the next row in the list, the gallery updated to display the proper representation. So, I added a call to clearFocus() in the drawChild method and that resulted in more accurate drawing. It does seem a tad slower, and since I'm on the Incredible, I'm worried it is a bloated solution. In any event, I would still appreciate any thoughts you have regarding the best way to have the views display properly and how to translate the touch events in the gallery's new displayed area to its touchable coordinates so that scrolling on the actual images works when the gallery has moved. Thanks!

    Read the article

  • java quaternion 3D rotation implementation

    - by MRM
    I made a method to rotate a list of points using quaternions, but all i get back as output is the same list i gave to rotate on. Maybe i did not understood corectly the math for 3d rotations or my code is not implemented the right way, could you give me a hand? This is the method i use: public static ArrayList<Float> rotation3D(ArrayList<Float> points, double angle, int x, int y, int z) { ArrayList<Float> newpoints = points; for (int i=0;i<points.size();i+=3) { float x_old = points.get(i).floatValue(); float y_old = points.get(i+1).floatValue(); float z_old = points.get(i+2).floatValue(); double[] initial = {1,0,0,0}; double[] total = new double[4]; double[] local = new double[4]; //components for local quaternion //w local[0] = Math.cos(0.5 * angle); //x local[1] = x * Math.sin(0.5 * angle); //y local[2] = y * Math.sin(0.5 * angle); //z local[3] = z * Math.sin(0.5 * angle); //components for final quaternion Q1*Q2 //w = w1w2 - x1x2 - y1y2 - z1z2 total[0] = local[0] * initial[0] - local[1] * initial[1] - local[2] * initial[2] - local[3] * initial[3]; //x = w1x2 + x1w2 + y1z2 - z1y2 total[1] = local[0] * initial[1] + local[1] * initial[0] + local[2] * initial[3] - local[3] * initial[2]; //y = w1y2 - x1z2 + y1w2 + z1x2 total[2] = local[0] * initial[2] - local[1] * initial[3] + local[2] * initial[0] + local[3] * initial[1]; //z = w1z2 + x1y2 - y1x2 + z1w2 total[3] = local[0] * initial[3] + local[1] * initial[2] - local[2] * initial[1] + local[3] * initial[0]; //new x,y,z of the 3d point using rotation matrix made from the final quaternion float x_new = (float)((1 - 2 * total[2] * total[2] - 2 * total[3] * total[3]) * x_old + (2 * total[1] * total[2] - 2 * total[0] * total[3]) * y_old + (2 * total[1] * total[3] + 2 * total[0] * total[2]) * z_old); float y_new = (float) ((2 * total[1] * total[2] + 2 * total[0] * total[3]) * x_old + (1 - 2 * total[1] * total[1] - 2 * total[3] * total[3]) * y_old + (2 * total[2] * total[3] + 2 * total[0] * total[1]) * z_old); float z_new = (float) ((2 * total[1] * total[3] - 2 * total[0] * total[2]) * x_old + (2 * total[2] * total[3] - 2 * total[0] * total[1]) * y_old + (1 - 2 * total[1] * total[1] - 2 * total[2] * total[2]) * z_old); newpoints.set(i, x_new); newpoints.set(i+1, y_new); newpoints.set(i+2, z_new); } return newpoints; } For rotation3D(points, 50, 0, 1, 0) where points is: 0.0, 0.0, -9.0; 0.0, 0.0, -11.0; 20.0, 0.0, -11.0; 20.0, 0.0, -9.0; i get back the same list.

    Read the article

  • Open Cl.I just need to convert the code to using two work items in the for loop .Currentlly it uses one

    - by user1660282
    spmv_csr_scalar_kernel(const int num_rows , const int * ptr , const int * indices , const float * data , const float * x, float * y) { int row = get_global_id(0); if(row < num_rows) { float dot = 0; int row_start = ptr[row]; int row_end = ptr[row+1]; for (int jj = row_start; jj < row_end; jj++) { dot += data[jj] * x[indices[jj]]; } y[row] += dot; } } Above is the Open Cl code for multiplying a sparse matrix in CSR format with a Column vector.It uses one global work item per for loop.Can anybody help me in using two work items in each for loop.I am new to open cl and get a lot of issues if I modify even the smallest thing.Please help me.This a part of my project.I made it this parallel but I wanna make it more parallel.Please help me if you can.plzzzz A single work item executes the for loop from row_start to row_end.I want that this row or for loop is further divided into two parts each executed by a single work item.How do I go on accomplishing that? This is what I could come up with but its returning the wrong output.plzz help __kernel void mykernel(__global int* colvector,__global int* val,__global int* result,__global int* index,__global int* rowptr,__global int* sync) { __global int vals[8]={0,0,0,0,0,0,0,0}; for(int i=0;i<4;i++) { result[i]=0; } barrier(CLK_GLOBAL_MEM_FENCE); int thread_id=get_global_id(0); int warp_id=thread_id/2; int lane=(thread_id)&1; int row=warp_id; if(row<4) { int row_start = rowptr[row]; int row_end = rowptr[row+1]; vals[thread_id]=0; for (int i = row_start+lane; i<row_end; i+=2) { vals[thread_id]+=val[i]*colvector[index[i]]; } vals[thread_id]+=vals[thread_id+1]; if(lane==0){ result[row] += vals[thread_id]; } } }

    Read the article

  • c++ class member functions selected by traits

    - by Jive Dadson
    I am reluctant to say I can't figure this out, but I can't figure this out. I've googled and searched stackoverflow, and come up empty. The abstract, and possibly overly vague form of the question is, how can I use the traits-pattern to instantiate non-virtual member functions? The question came up while modernizing a set of multivariate function optimizers that I wrote more than 10 years ago. The optimizers all operate by selecting a straight-line path through the parameter space away from the current best point (the "update"), then finding a better point on that line (the "line search"), then testing for the "done" condition, and if not done, iterating. There are different methods for doing the update, the line-search, and conceivably for the done test, and other things. Mix and match. Different update formulae require different state-variable data. For example, the LMQN update requires a vector, and the BFGS update requires a matrix. If evaluating gradients is cheap, the line-search should do so. If not, it should use function evaluations only. Some methods require more accurate line-searches than others. Those are just some examples. The original version instatiates several of the combinations by means of virtual functions. Some traits are selected by setting mode bits. Yuck. It would be trivial to define the traits with #define's and the member functions with #ifdef's and macros. But that's so twenty years ago. It bugs me that I cannot figure out a whiz-bang modern way. If there were only one trait that varied, I could use the curiously recurring template pattern. But I see no way to extend that to arbitrary combinations of traits. I tried doing it using boost::enable_if, etc.. The specialized state info was easy. I managed to get the functions done, but only by resorting to non-friend external functions that have the this-pointer as a parameter. I never even figured out how to make the functions friends, much less member functions. Perhaps tag-dispatch is the key. I haven't gotten very deeply into that. Surely it's possible, right? If so, what is best practice?

    Read the article

  • Problem on a Floyd-Warshall implementation using c++

    - by Henrique
    I've got a assignment for my college, already implemented Dijkstra and Bellman-Ford sucessfully, but i'm on trouble on this one. Everything looks fine, but it's not giving me the correct answer. Here's the code: void FloydWarshall() { //Also assume that n is the number of vertices and edgeCost(i,i) = 0 int path[500][500]; /* A 2-dimensional matrix. At each step in the algorithm, path[i][j] is the shortest path from i to j using intermediate vertices (1..k-1). Each path[i][j] is initialized to edgeCost(i,j) or infinity if there is no edge between i and j. */ for(int i = 0 ; i <= nvertices ; i++) for(int j = 0 ; j <= nvertices ; j++) path[i][j] = INFINITY; for(int j = 0 ; j < narestas ; j++) //narestas = number of edges { path[arestas[j]->v1][arestas[j]->v2] = arestas[j]->peso; //peso = weight of the edge (aresta = edge) path[arestas[j]->v2][arestas[j]->v1] = arestas[j]->peso; } for(int i = 0 ; i <= nvertices ; i++) //path(i, i) = 0 path[i][i] = 0; //test print, it's working fine //printf("\n\n\nResultado FloydWarshall:\n"); //for(int i = 1 ; i <= nvertices ; i++) // printf("distancia ao vertice %d: %d\n", i, path[1][i]); //heres the problem, it messes up, and even a edge who costs 4, and the minimum is 4, it prints 2. //for k = 1 to n for(int k = 1 ; k <= nvertices ; k++) //for i = 1 to n for(int i = 1 ; i <= nvertices ; i++) //for j := 1 to n for(int j = 1 ; j <= nvertices ; j++) if(path[i][j] > path[i][k] + path[k][j]) path[i][j] = path[i][k] + path[k][j]; printf("\n\n\nResultado FloydWarshall:\n"); for(int i = 1 ; i <= nvertices ; i++) printf("distancia ao vertice %d: %d\n", i, path[1][i]); } im using this graph example i've made: 6 7 1 2 4 1 5 1 2 3 1 2 5 2 5 6 3 6 4 6 3 4 2 means we have 6 vertices (1 to 6), and 7 edges (1,2) with weight 4... etc.. If anyone need more info, i'm up to giving it, just tired of looking at this code and not finding an error.

    Read the article

  • segmented reduction with scattered segments

    - by Christian Rau
    I got to solve a pretty standard problem on the GPU, but I'm quite new to practical GPGPU, so I'm looking for ideas to approach this problem. I have many points in 3-space which are assigned to a very small number of groups (each point belongs to one group), specifically 15 in this case (doesn't ever change). Now I want to compute the mean and covariance matrix of all the groups. So on the CPU it's roughly the same as: for each point p { mean[p.group] += p.pos; covariance[p.group] += p.pos * p.pos; ++count[p.group]; } for each group g { mean[g] /= count[g]; covariance[g] = covariance[g]/count[g] - mean[g]*mean[g]; } Since the number of groups is extremely small, the last step can be done on the CPU (I need those values on the CPU, anyway). The first step is actually just a segmented reduction, but with the segments scattered around. So the first idea I came up with, was to first sort the points by their groups. I thought about a simple bucket sort using atomic_inc to compute bucket sizes and per-point relocation indices (got a better idea for sorting?, atomics may not be the best idea). After that they're sorted by groups and I could possibly come up with an adaption of the segmented scan algorithms presented here. But in this special case, I got a very large amount of data per point (9-10 floats, maybe even doubles if the need arises), so the standard algorithms using a shared memory element per thread and a thread per point might make problems regarding per-multiprocessor resources as shared memory or registers (Ok, much more on compute capability 1.x than 2.x, but still). Due to the very small and constant number of groups I thought there might be better approaches. Maybe there are already existing ideas suited for these specific properties of such a standard problem. Or maybe my general approach isn't that bad and you got ideas for improving the individual steps, like a good sorting algorithm suited for a very small number of keys or some segmented reduction algorithm minimizing shared memory/register usage. I'm looking for general approaches and don't want to use external libraries. FWIW I'm using OpenCL, but it shouldn't really matter as the general concepts of GPU computing don't really differ over the major frameworks.

    Read the article

  • How do I stack images to simulate depth using Core Animation?

    - by Jeffrey Berthiaume
    I have a series of UIImages with which I need to simulate depth. I can't use scaling because I need to be able to rotate the parent view, and the images should look like they're stacked visibly in front of each other, not on the same plane. I made a new ViewController-based project and put this in the viewDidLoad (as well as attached three 120x120 pixel images named 1.png, 2.png, and 3.png): - (void)viewDidLoad { // display image 3 UIImageView *three = [[UIImageView alloc] initWithImage:[UIImage imageNamed:@"3.png"]]; three.center = CGPointMake(160 + 60, 240 - 60); [self.view addSubview:three]; // rotate image 3 around the z axis // THIS IS INCORRECT CATransform3D theTransform = three.layer.transform; theTransform.m34 = 1.0 / -1000; three.layer.transform = theTransform; // display image 2 UIImageView *two = [[UIImageView alloc] initWithImage:[UIImage imageNamed:@"2.png"]]; two.center = CGPointMake(160, 240); [self.view addSubview:two]; // display image 1 UIImageView *one = [[UIImageView alloc] initWithImage:[UIImage imageNamed:@"1.png"]]; one.center = CGPointMake(160 - 60, 240 + 60); [self.view addSubview:one]; // rotate image 3 around the z axis // THIS IS INCORRECT theTransform = one.layer.transform; theTransform.m34 = 1.0 / 1000; one.layer.transform = theTransform; // release the images [one release]; [two release]; [three release]; // rotate the parent view around the y axis theTransform = self.view.layer.transform; theTransform.m14 = 1.0 / -500; self.view.layer.transform = theTransform; [super viewDidLoad]; } I have very specific reasons why I'm not using an EAGLView and why I'm not loading the images as CALayers (i.e. why I'm using UIImageViews for each one). This is just a quick demo that I can use to work out exactly what I need in my parent application. Is there some matrix way to translate these 2d images along the z-axis so they will look like what I'm trying to represent? I've gone through the other StackOverflow articles as well as the Wikipedia references, and have not found what I'm looking for -- although I might not necessarily be using the right terms for what I'm trying to do.

    Read the article

  • c++ class member functions instatiated by traits

    - by Jive Dadson
    I am reluctant to say I can't figure this out, but I can't figure this out. I've googled and searched stackoverflow, and come up empty. The abstract, and possibly overly vague form of the question is, how can I use the traits-pattern to instantiate non-virtual member functions? The question came up while modernizing a set of multivariate function optimizers that I wrote more than 10 years ago. The optimizers all operate by selecting a straight-line path through the parameter space away from the current best point (the "update"), then finding a better point on that line (the "line search"), then testing for the "done" condition, and if not done, iterating. There are different methods for doing the update, the line-search, and conceivably for the done test, and other things. Mix and match. Different update formulae require different state-variable data. For example, the LMQN update requires a vector, and the BFGS update requires a matrix. If evaluating gradients is cheap, the line-search should do so. If not, it should use function evaluations only. Some methods require more accurate line-searches than others. Those are just some examples. The original version instantiates several of the combinations by means of virtual functions. Some traits are selected by setting mode bits that are tested at runtime. Yuck. It would be trivial to define the traits with #define's and the member functions with #ifdef's and macros. But that's so twenty years ago. It bugs me that I cannot figure out a whiz-bang modern way. If there were only one trait that varied, I could use the curiously recurring template pattern. But I see no way to extend that to arbitrary combinations of traits. I tried doing it using boost::enable_if, etc.. The specialized state info was easy. I managed to get the functions done, but only by resorting to non-friend external functions that have the this-pointer as a parameter. I never even figured out how to make the functions friends, much less member functions. The compiler (vc++ 2008) always complained that things didn't match. I would yell, "SFINAE, you moron!" but the moron is probably me. Perhaps tag-dispatch is the key. I haven't gotten very deeply into that. Surely it's possible, right? If so, what is best practice?

    Read the article

  • Mult-line Svg tooltip

    - by John Vaughan
    I have created numerous polygon shapes in SVG format. and grouped them together. When the user hovers over the group a tooltip box appear. I have used ecmascript. What i am looking to do is make the tooltip box a multiline box. Any ideas how to do this? <script type="text/ecmascript"> <![CDATA[ function init(evt) { if ( window.svgDocument == null ) { svgDocument = evt.target.ownerDocument; } tooltip = svgDocument.getElementById('tooltip'); tooltip_bg = svgDocument.getElementById('tooltip_bg'); } function ShowTooltip(evt, mouseovertext) { tooltip.setAttributeNS(null,"x",evt.clientX+17); tooltip.setAttributeNS(null,"y",evt.clientY+14); tooltip.firstChild.data = mouseovertext; tooltip.setAttributeNS(null,"visibility","visible"); length = tooltip.getComputedTextLength(); tooltip_bg.setAttributeNS(null,"width",length+8); tooltip_bg.setAttributeNS(null,"x",evt.clientX+14); tooltip_bg.setAttributeNS(null,"y",evt.clientY+1); tooltip_bg.setAttributeNS(null,"visibility","visibile"); } function HideTooltip(evt) { tooltip.setAttributeNS(null,"visibility","hidden"); tooltip_bg.setAttributeNS(null,"visibility","hidden"); } ]]> </script> <SVG> <g onmousemove="ShowTooltip(evt, 'GHANA 2000')" onmouseout="HideTooltip(evt)"> <path fill="#EEEEEE" d="M250,0c47,0,85.183,10.506,125,33.494L250,250V0z"/> <path id="score" d="M250,57c36.284,0,65.761,8.11,96.5,25.857L250,250V57z"/> <path fill="none" stroke="#FFFFFF" stroke-width="2" stroke-miterlimit="10" d="M250,0c47,0,85.183,10.506,125,33.494L250,250V0z"/> <text transform="matrix(1 0 0 1 283.9883 92.0024)" fill="#FFFFFF" font-family="'WalkwayBlack'" font-size="16">62</text> </g> <rect class="tooltip_bg" id="tooltip_bg" x="0" y="0" width="55" height="17" visibility="hidden"/> <text class="tooltip" id="tooltip" x="0" y="0" visibility="hidden">Tooltip</text> <SVG>

    Read the article

  • How to set background in OpenGL captured image from OpenCV

    - by user325487
    Hey All, i'm relatively new to Artoolkitplus and openGL i'm having a tough time getting the image i capture through openCV to be set as the background image in OpenGL ... I also cannot convert the image i take through the camera using opencv to be scaled to 320x280 from 640x480 .. i also have to save my image and load if for things to work... here's my code //////////// int findMarker() { IplImage* image = cvQueryFrame( capture ); if( !capture ) { fprintf( stderr, "ERROR: capture is NULL \n" ); getchar(); return -1; } if( !image ) { fprintf( stderr, "ERROR: frame is null...\n" ); getchar(); } //cvShowImage( "Capture", frame ); //image = cvCloneImage( frame ); try{ if(!cvSaveImage("immagineTmp.jpg",image)) printf("Could not save\n"); } catch(void*) {} image = cvLoadImage("immagineTmp.jpg", 1); cvShowImage( "Image", image ); glLoadIdentity(); ////////////// glDisable(GL_DEPTH_TEST); glOrtho(0,640,0,480,-1,1); glGenTextures(1, &bgid); glBindTexture(GL_TEXTURE_2D, bgid); // Create Linear Filtered Texture glBindTexture(GL_TEXTURE_2D, bgid); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, 3, image-width, image-height, 0, GL_RGB, GL_UNSIGNED_BYTE, image-imageData); glBindTexture(GL_TEXTURE_2D, bgid); glBegin(GL_QUADS); glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.2f, -1.0f, -2.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.2f, -1.0f, -2.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.2f, 1.0f, -2.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.2f, 1.0f, -2.0f); glEnd(); glEnable(GL_DEPTH_TEST); glLoadIdentity(); //////////// // do the OpenGL camera setup glMatrixMode(GL_PROJECTION); glLoadMatrixf(tracker-getProjectionMatrix()); int markerId = tracker-calc((unsigned char *)(image-imageData)); float conf = tracker-getConfidence(); // use the result of calc() to setup the OpenGL transformation glMatrixMode(GL_MODELVIEW); glLoadMatrixf(tracker-getModelViewMatrix()); if(markerId!=-1) { printf("\n\nFound marker %d (confidence %d%%)\n\nPose-Matrix:\n ", markerId, (int(conf*100.0f))); for(int i=0; i<16; i++) printf("%.2f %s", tracker-getModelViewMatrix()[i], (i%4==3)?"\n " : ""); } cvReleaseImage(&image); return 0; }

    Read the article

  • Drawing with element array in OpenGL ES

    - by FatalMojo
    Hello! I am trying to use OpenGLES to draw a x by y matrix of squares about an arbitrary point. I have an array sideVertice[] that holds a series of vertex structs defined as such typedef struct { GLfloat x; GLfloat y; GLfloat z; } Vertex3D; and an element array defined as such GLubyte elementArray[]; my draw loop is as such glLoadIdentity(); glVertexPointer(3, GL_FLOAT, 0, cube.sideVertice); for (int i=0; i<((cube.cubeSize + 1)*(cube.cubeSize + 1)); i++) { for (int j=0; j<=3; j++) { elementArray[j] = j + i*4; glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_BYTE, elementArray); } } for (int i=0; i<=3; i++) elementArray[i] = i; However, the visual output is corrupted and I cannot figure out what the problem is. here is an output of the vertice held in the array: 2010-04-15 23:44:48.816 RubixGL[4203:20b] vertex[0][0] x:-26.000000 y:1.000000 2010-04-15 23:44:48.817 RubixGL[4203:20b] vertex[1][1] x:-26.000000 y:26.000000 2010-04-15 23:44:48.826 RubixGL[4203:20b] vertex[2][2] x:-1.000000 y:1.000000 2010-04-15 23:44:48.829 RubixGL[4203:20b] vertex[3][3] x:-1.000000 y:26.000000 2010-04-15 23:44:48.830 RubixGL[4203:20b] Next Face 2010-04-15 23:44:48.830 RubixGL[4203:20b] vertex[0][4] x:1.000000 y:1.000000 2010-04-15 23:44:48.832 RubixGL[4203:20b] vertex[1][5] x:1.000000 y:26.000000 2010-04-15 23:44:48.837 RubixGL[4203:20b] vertex[2][6] x:26.000000 y:1.000000 2010-04-15 23:44:48.838 RubixGL[4203:20b] vertex[3][7] x:26.000000 y:26.000000 2010-04-15 23:44:48.848 RubixGL[4203:20b] Next Face 2010-04-15 23:44:48.849 RubixGL[4203:20b] vertex[0][8] x:-26.000000 y:-26.000000 2010-04-15 23:44:48.850 RubixGL[4203:20b] vertex[1][9] x:-26.000000 y:-1.000000 2010-04-15 23:44:48.851 RubixGL[4203:20b] vertex[2][10] x:-1.000000 y:-26.000000 2010-04-15 23:44:48.852 RubixGL[4203:20b] vertex[3][11] x:-1.000000 y:-1.000000 2010-04-15 23:44:48.853 RubixGL[4203:20b] Next Face 2010-04-15 23:44:48.853 RubixGL[4203:20b] vertex[0][12] x:1.000000 y:-26.000000 2010-04-15 23:44:48.854 RubixGL[4203:20b] vertex[1][13] x:1.000000 y:-1.000000 2010-04-15 23:44:48.854 RubixGL[4203:20b] vertex[2][14] x:26.000000 y:-26.000000 2010-04-15 23:44:48.855 RubixGL[4203:20b] vertex[3][15] x:26.000000 y:-1.000000 any ideas?

    Read the article

  • Create a Color Picker, similar to Photoshop's, using Javascript and HTML Canvas

    - by André Alçada Padez
    I am not at all versed in Computer Graphics and am in need of creating a color picker as a javascript tool to embed in an HTML page. First, and looking at Photoshop's one, i thought of the RGB palette as a three-dimensional matrix. My first attempt envolved: <script type="text/javascript"> var rgCanvas = document.createElement('canvas'); rgCanvas.width = 256; rgCanvas.height = 256; rgCanvas.style.border = '3px solid black'; for (g = 0; g < 256; g++){ for (r = 0; r < 256; r++){ var context = rgCanvas.getContext('2d'); context.beginPath(); context.moveTo(r,g); context.strokeStyle = 'rgb(' + r + ', ' + g + ', 0)'; context.lineTo(r+1,g+1); context.stroke(); context.closePath(); } } var bCanvas = document.createElement('canvas'); bCanvas.width = 20; bCanvas.height = 256; bCanvas.style.border = '3px solid black'; for (b = 0; b < 256; b++){ var context = bCanvas.getContext('2d'); context.beginPath(); context.moveTo(0,b); context.strokeStyle = 'rgb(' + 0 + ', ' + 0 + ', ' + b + ')'; context.lineTo(20, b); context.stroke(); context.closePath(); } document.body.appendChild(rgCanvas); document.body.appendChild(bCanvas); </script> this results in something like My thought is this is too linear, comparing to the ones i see in Photoshop and on the web. I would like to know the logic behind the color mapping in a picker like this: I don't really need the algorythms itself, i'm mainly trying to understand the logic. Thanks

    Read the article

  • C++ class member functions instantiated by traits

    - by Jive Dadson
    I am reluctant to say I can't figure this out, but I can't figure this out. I've googled and searched Stack Overflow, and come up empty. The abstract, and possibly overly vague form of the question is, how can I use the traits-pattern to instantiate non-virtual member functions? The question came up while modernizing a set of multivariate function optimizers that I wrote more than 10 years ago. The optimizers all operate by selecting a straight-line path through the parameter space away from the current best point (the "update"), then finding a better point on that line (the "line search"), then testing for the "done" condition, and if not done, iterating. There are different methods for doing the update, the line-search, and conceivably for the done test, and other things. Mix and match. Different update formulae require different state-variable data. For example, the LMQN update requires a vector, and the BFGS update requires a matrix. If evaluating gradients is cheap, the line-search should do so. If not, it should use function evaluations only. Some methods require more accurate line-searches than others. Those are just some examples. The original version instantiates several of the combinations by means of virtual functions. Some traits are selected by setting mode bits that are tested at runtime. Yuck. It would be trivial to define the traits with #define's and the member functions with #ifdef's and macros. But that's so twenty years ago. It bugs me that I cannot figure out a whiz-bang modern way. If there were only one trait that varied, I could use the curiously recurring template pattern. But I see no way to extend that to arbitrary combinations of traits. I tried doing it using boost::enable_if, etc.. The specialized state information was easy. I managed to get the functions done, but only by resorting to non-friend external functions that have the this-pointer as a parameter. I never even figured out how to make the functions friends, much less member functions. The compiler (VC++ 2008) always complained that things didn't match. I would yell, "SFINAE, you moron!" but the moron is probably me. Perhaps tag-dispatch is the key. I haven't gotten very deeply into that. Surely it's possible, right? If so, what is best practice?

    Read the article

  • Are comonads a good fit for modeling the Wumpus world?

    - by Tim Stewart
    I'm trying to find some practical applications of a comonad and I thought I'd try to see if I could represent the classical Wumpus world as a comonad. I'd like to use this code to allow the Wumpus to move left and right through the world and clean up dirty tiles and avoid pits. It seems that the only comonad function that's useful is extract (to get the current tile) and that moving around and cleaning tiles would not use be able to make use of extend or duplicate. I'm not sure comonads are a good fit but I've seen a talk (Dominic Orchard: A Notation for Comonads) where comonads were used to model a cursor in a two-dimensional matrix. If a comonad is a good way of representing the Wumpus world, could you please show where my code is wrong? If it's wrong, could you please suggest a simple application of comonads? module Wumpus where -- Incomplete model of a world inhabited by a Wumpus who likes a nice -- tidy world but does not like falling in pits. import Control.Comonad -- The Wumpus world is made up of tiles that can be in one of three -- states. data Tile = Clean | Dirty | Pit deriving (Show, Eq) -- The Wumpus world is a one dimensional array partitioned into three -- values: the tiles to the left of the Wumpus, the tile occupied by -- the Wumpus, and the tiles to the right of the Wumpus. data World a = World [a] a [a] deriving (Show, Eq) -- Applies a function to every tile in the world instance Functor World where fmap f (World as b cs) = World (fmap f as) (f b) (fmap f cs) -- The Wumpus world is a Comonad instance Comonad World where -- get the part of the world the Wumpus currently occupies extract (World _ b _) = b -- not sure what this means in the Wumpus world. This type checks -- but does not make sense to me. extend f w@(World as b cs) = World (map world as) (f w) (map world cs) where world v = f (World [] v []) -- returns a world in which the Wumpus has either 1) moved one tile to -- the left or 2) stayed in the same place if the Wumpus could not move -- to the left. moveLeft :: World a -> World a moveLeft w@(World [] _ _) = w moveLeft (World as b cs) = World (init as) (last as) (b:cs) -- returns a world in which the Wumpus has either 1) moved one tile to -- the right or 2) stayed in the same place if the Wumpus could not move -- to the right. moveRight :: World a -> World a moveRight w@(World _ _ []) = w moveRight (World as b cs) = World (as ++ [b]) (head cs) (tail cs) initWorld = World [Dirty, Clean, Dirty] Dirty [Clean, Dirty, Pit] -- cleans the current tile cleanTile :: Tile -> Tile cleanTile Dirty = Clean cleanTile t = t Thanks!

    Read the article

  • Finding good heuristic for A* search

    - by Martin
    I'm trying to find the optimal solution for a little puzzle game called Twiddle (an applet with the game can be found here). The game has a 3x3 matrix with the number from 1 to 9. The goal is to bring the numbers in the correct order using the minimum amount of moves. In each move you can rotate a 2x2 square either clockwise or counterclockwise. I.e. if you have this state 6 3 9 8 7 5 1 2 4 and you rotate the upper left 2x2 square clockwise you get 8 6 9 7 3 5 1 2 4 I'm using a A* search to find the optimal solution. My f() is simply the number of rotations need. My heuristic function already leads to the optimal solution but I don't think it's the best one you can find. My current heuristic takes each corner, looks at the number at the corner and calculates the manhatten distance to the position this number will have in the solved state (which gives me the number of rotation needed to bring the number to this postion) and sums all these values. I.e. You take the above example: 6 3 9 8 7 5 1 2 4 and this end state 1 2 3 4 5 6 7 8 9 then the heuristic does the following 6 is currently at index 0 and should by at index 5: 3 rotations needed 9 is currently at index 2 and should by at index 8: 2 rotations needed 1 is currently at index 6 and should by at index 0: 2 rotations needed 4 is currently at index 8 and should by at index 3: 3 rotations needed h = 3 + 2 + 2 + 3 = 10 But there is the problem, that you rotate 4 elements at once. So there a rare cases where you can do two (ore more) of theses estimated rotations in one move. This means theses heuristic overestimates the distance to the solution. My current workaround is, to simply excluded one of the corners from the calculation which solves this problem at least for my test-cases. I've done no research if really solves the problem or if this heuristic still overestimates in same edge-cases. So my question is: What is the best heuristic you can come up with? (Disclaimer: This is for a university project, so this is a bit of homework. But I'm free to use any resource if can come up with, so it's okay to ask you guys. Also I will credit Stackoverflow for helping me ;) )

    Read the article

  • Calculating the Angle Between Two vectors Using Dot Product

    - by P. Avery
    I'm trying to calculate the angle between two vectors so that I can rotate a character in the direction of an object in 3D space. I have two vectors( character & object), loc_look, and modelPos respectively. For simplicity's sake I am only trying to rotate along the up axis...yaw. loc_look = D3DXVECTOR3 (0, 0, 1), modelPos = D3DXVECTOR3 (0, 0, 15); I have written this code which seems to be the correct calculations. My problem arises, seemingly, because the rotation I apply to the character's look vector(loc_look) exceeds the value of the object's position (modelPos). Here is my code: BOOL CEntity::TARGET() { if(graphics.m_model->m_enemy) { D3DXVECTOR3 modelPos = graphics.m_model->position; D3DXVec3Normalize(&modelPos, &modelPos); //D3DXVec3Normalize(&loc_look, &loc_look); float dot = D3DXVec3Dot(&loc_look, &modelPos); float yaw = acos(dot); BOOL neg = (loc_look.x > modelPos.x) ? true : false; switch ( neg ) { case false: Yaw(yaw); return true; case true: Yaw(-yaw); return true; } } else return false; } I rotate the character's orientation matrix with the following code: void CEntity::CalculateOrientationMatrix(D3DXMATRIX *orientationMatrix) { D3DXMatrixRotationAxis(&rotY, &loc_up, loc_yaw); D3DXVec3TransformCoord(&loc_look, &loc_look, &rotY); D3DXVec3TransformCoord(&loc_right, &loc_right, &rotY); D3DXMatrixRotationAxis(&rotX, &loc_right, loc_pitch); D3DXVec3TransformCoord(&loc_look, &loc_look, &rotX); D3DXVec3TransformCoord(&loc_up, &loc_up, &rotX); D3DXMatrixRotationAxis(&rotZ, &loc_look, loc_roll); D3DXVec3TransformCoord(&loc_up, &loc_up, &rotZ); D3DXVec3TransformCoord(&loc_right, &loc_right, &rotZ); *orientationMatrix *= rotX * rotY * rotZ; orientationMatrix->_41 = loc_position.x; orientationMatrix->_42 = loc_position.y; orientationMatrix->_43 = loc_position.z; //D3DXVec3Normalize(&loc_look, &loc_look); SetYawPitchRoll(0,0,0); // Reset Yaw, Pitch, & Roll Amounts } Also to note, the modelPos.x increases by 0.1 each iteration so the character will face the object as it moves along the x-axis... Now, when I run program, in the first iteration everything is fine(I haven't rotated the character yet). On the second iteration, the loc_look.x value is greater than the modelPos.x value(I rotated the character too much using the angle specified with the dot product calculations in the TARGET function). Therefore on the second iteration my code will rotate the character left to adjust for the difference in the vectors' x values... How can I tighten up the measurements so that I do not rotate my character's look vector by too great a value?

    Read the article

  • Problem intialising 2D array

    - by TeeJay
    Ok, so I have a 2D Array that is initialised with values from a file (format: x y z). My file reads in the values correctly but when adding the z value to the matrix/2DArray, I run into a segfault and I have no idea why. It is possibly incorrect use of pointers? I still don't quite have the hang of them yet. This is my intialiser, works fine, even intialises all "z" values to 0. int** make2DArray(int rows, int columns) { int** newArray; newArray = (int**)malloc(rows*sizeof(int*)); if (newArray == NULL) { printf("out of memory for newArray.\n"); } for (int i = 0; i < rows; i++) { newArray[i] = (int*)malloc(columns*sizeof(int)); if (newArray[i] == NULL) { printf("out of memory for newArray[%d].\n", i); } } //intialise all values to 0 for (int i = 0; i < rows; i++) { for (int j = 0; j < columns; j++) { newArray[i][j] = 0; } } return newArray; } This is how I call the initialiser (and problem function). int** map = make2DArray(rows, columns); fillMatrix(&map, mapFile); And this is the problem code. void fillMatrix(int*** inMatrix, FILE* inFile) { int x, y, z; char line[100]; while(fgets(line, sizeof(line), inFile) != NULL) { sscanf(line, "%d %d %d", &x, &y, &z); *inMatrix[x][y] = z; } } From what I can gather through the use of ddd, the problem comes when y gets to 47. The map file has a max "x" value of 47 and a max "y" value of 63, I'm pretty sure I haven't got the order mixed up, so I don't know why the program is segfault-ing? I'm sure it's some newbie mistake...

    Read the article

  • Java template classes using generator or similar?

    - by Hugh Perkins
    Is there some library or generator that I can use to generate multiple templated java classes from a single template? Obviously Java does have a generics implementation itself, but since it uses type-erasure, there are lots of situations where it is less than adequate. For example, if I want to make a self-growing array like this: class EasyArray { T[] backingarray; } (where T is a primitive type), then this isn't possible. This is true for anything which needs an array, for example high-performance templated matrix and vector classes. It should probably be possible to write a code generator which takes a templated class and generates multiple instantiations, for different types, eg for 'double' and 'float' and 'int' and 'String'. Is there something that already exists that does this? Edit: note that using an array of Object is not what I'm looking for, since it's no longer an array of primitives. An array of primitives is very fast, and uses only as much space a sizeof(primitive) * length-of-array. An array of object is an array of pointers/references, that points to Double objects, or similar, which could be scattered all over the place in memory, require garbage collection, allocation, and imply a double-indirection for access. Edit2: good god, voted down for asking for something that probably doesn't currently exist, but is technically possible and feasible? Does that mean that people looking for ways to improve things have already left the java community? Edit3: Here is code to show the difference in performance between primitive and boxed arrays: int N = 10*1000*1000; double[]primArray = new double[N]; for( int i = 0; i < N; i++ ) { primArray[i] = 123.0; } Object[] objArray = new Double[N]; for( int i = 0; i < N; i++ ) { objArray[i] = 123.0; } tic(); primArray = new double[N]; for( int i = 0; i < N; i++ ) { primArray[i] = 123.0; } toc(); tic(); objArray = new Double[N]; for( int i = 0; i < N; i++ ) { objArray[i] = 123.0; } toc(); Results: double[] array: 148 ms Double[] array: 4614 ms Not even close!

    Read the article

  • How to display a jQuery and Javascript generated 2 dimensional array in HTML?

    - by user1730439
    I am trying to create a table of 100 random numbers, the random numbers are from 0 to 100. I need to display the 100 random numbers as a 10 by 10 matrix in HTML, using JS and jQuery. The code that I have been working on displays the last array 10 times. Here is the code: <html> <head> <title>My Web Page</title> <script type = "text/javascript" src = "http://code.jquery.com/jquery-1.8.2.min.js" /> </script> </head> <body> <h1 id = "randData">Randomize Data</h1> <button id = "myRandomizeBtn">Randomize</button> <p></p> <p></p> <p></p> <p></p> <p></p> <p></p> <p></p> <p></p> <p></p> <p></p> </body> <script type="text/javascript"> $("#myRandomizeBtn").bind("click",randomizeHandler); function randomizeHandler(evt) { var n = 10; var data = new Array(); for (var i = 0; i < n; i++) { for (var j = 0; j < n; j++) { data[i,j] = Math.floor(100*Math.random()); $("p").text(data); } $("br").text(data); } } </script> </html>

    Read the article

  • Deploying play! 2.0 application on an apache server with a reverse proxy

    - by locrizak
    I'm trying to deploy my play! 2.0 application on an Ubuntu 11.10 server and I have been running into error after error and hope someone can help me here. I am try to deploy my Play! application using a reverse proxy on Apache 2. I have enabled the apache proxy modules and configured the proxy.conf file in mods_enabled. The vhost for my domain looks like this: <Directory /var/www/stage.domain.com AllowOverride None Order Deny,Allow Deny from all </Directory <VirtualHost *:80 DocumentRoot /var/www/stage.domain.com/web ServerName stage.domain.com ServerAdmin [email protected] # ProxyRequests Off # ProxyPreserveHost On <Proxy * Order allow,deny Allow from all </Proxy # ProxyVia On # ProxyPass /play/ http://localhost:9000/ # ProxyPassReverse /play/ http://localhost:9000/ ErrorLog /var/log/ispconfig/httpd/stage.domain.com/error.log ErrorDocument 400 /error/400.html ErrorDocument 401 /error/401.html ErrorDocument 403 /error/403.html ErrorDocument 404 /error/404.html ErrorDocument 405 /error/405.html ErrorDocument 500 /error/500.html ErrorDocument 502 /error/502.html ErrorDocument 503 /error/503.html <IfModule mod_ssl.c </IfModule <Directory /var/www/stage.domain.com/web Options FollowSymLinks AllowOverride All Order allow,deny Allow from all </Directory <Directory /var/www/clients/client2/web7/web Options FollowSymLinks AllowOverride All Order allow,deny Allow from all </Directory # Clear PHP settings of this website <FilesMatch "\.ph(p3?|tml)$" SetHandler None </FilesMatch # mod_php enabled AddType application/x-httpd-php .php .php3 .php4 .php5 php_admin_value sendmail_path "/usr/sbin/sendmail -t -i [email protected]" php_admin_value upload_tmp_dir /var/www/clients/client2/web7/tmp php_admin_value session.save_path /var/www/clients/client2/web7/tmp # PHPIniDir /var/www/conf/web7 php_admin_value open_basedir /var/www/clients/client2/web7/:/var/www/clients/client2/web7/web:/va$ # add support for apache mpm_itk <IfModule mpm_itk_module AssignUserId web7 client2 </IfModule <IfModule mod_dav_fs.c # Do not execute PHP files in webdav directory <Directory /var/www/clients/client2/web7/webdav <FilesMatch "\.ph(p3?|tml)$" SetHandler None </FilesMatch </Directory # DO NOT REMOVE THE COMMENTS! # IF YOU REMOVE THEM, WEBDAV WILL NOT WORK ANYMORE! # WEBDAV BEGIN # WEBDAV END </IfModule # <Location /play/ # ProxyPass http://localhost:9000/ # SetEnv force-proxy-request-1.0 1 # SetEnv proxy-nokeepalive 1 # </Location ProxyRequests Off ProxyPass /play/ http://localhost:9000/ ProxyPassReverse /play/ localhost:9000/ ProxyPass /play http://localhost:9000/ ProxyPassReverse /play http://localhost:9000/ # SetEnv force-proxy-request-1.0 1 # SetEnv proxy-nokeepalive 1 </VirtualHost This vhost file was generated by ispconfig and I have not touched anything that was there before just added onto. As you can see by the commented out parts I have tried a lot of different things based on random tutorials I have found but all of them have ended up in Internal Server Error, 503 and most often a '502 Bad Gateway`. I can start play and it does connect successfully to my database. I can get a page to show up when there is an error and the play! stack trace error pages comes up but where everything is fine I get one of the errors above. My application.conf file looks like this: db info ....... application.mode=PROD logger.root=ERROR # Logger used by the framework: logger.play=INFO # Logger provided to your application: logger.application=DEBUG http.path="/play/" XForwardedSupport="127.0.0.1" And my hosts file looks like this (I have never changed or added anything to the host file): 127.0.0.1 localhost 127.0.1.1 matrix # The following lines are desirable for IPv6 capable hosts ::1 ip6-localhost ip6-loopback fe00::0 ip6-localnet ff00::0 ip6-mcastprefix ff02::1 ip6-allnodes ff02::2 ip6-allrouters Any insights onto what I might be doing wrong or if theres anything I can try please let me know! Thanks!! Edit Again the reverse proxy will work (I checked with sending to to google.com). Its when there is a successful connection to Netty. It's like Netty refuses the connection to the page. Edit 2 output from apachectl -S _default_:8081 127.0.0.1 (/etc/apache2/sites-enabled/000-apps.vhost:10) *:8090 is a NameVirtualHost default server 127.0.0.1 (/etc/apache2/sites-enabled/000-ispconfig.vhost:10) port 8090 namevhost 127.0.0.1 (/etc/apache2/sites-enabled/000-ispconfig.vhost:10) *:80 is a NameVirtualHost default server 127.0.0.1 (/etc/apache2/sites-enabled/000-default:1) port 80 namevhost 127.0.0.1 (/etc/apache2/sites-enabled/000-default:1) port 80 namevhost domain.com (/etc/apache2/sites-enabled/100-domain.com.vhost:7) port 80 namevhost domain.com (/etc/apache2/sites-enabled/100-domain.com.vhost:7) port 80 namevhost domain.com (/etc/apache2/sites-enabled/100-domain.com.vhost:7) port 80 namevhost domain.com (/etc/apache2/sites-enabled/100-domain.com.vhost:7) port 80 namevhost domain.com (/etc/apache2/sites-enabled/100-domain.com.vhost:7) port 80 namevhost stage.domain.com (/etc/apache2/sites-enabled/100-stage.domain.com.vhost:7) port 80 namevhost domain.com (/etc/apache2/sites-enabled/100-domain.com.vhost:7)

    Read the article

  • CodePlex Daily Summary for Monday, February 22, 2010

    CodePlex Daily Summary for Monday, February 22, 2010New ProjectsAVDB: System to keep track of orders and the inventory of televisions, DVDs, VCRs etcBooky: Booky is an online Bookmark Management Tool. Gear Up for Lord of the Rings Online (lotro): Windows utility for checking what your LOTRO character currently has equipped and figuring out gear you should get to improve your stats.GotSharp Extensions: GotSharp Extensions is a set of helpful classes and extension methods that can make your coding experience easier and cleaner. Halfwit: A minimalist WPF Twitter client.HOA Starter Kit: A community subdivision website starter kit. First draft.Lua For Irony: Project to define the Lua language using the Irony (http://irony.codeplex.com/) development kit. This work is based heavily on the work done for V...MimeCloud: Scalable .NET Digital Asset & Media Management: MimeCloud is a scalable digital asset library & media management toolset. Founded by Alex Norcliffe and Peter Miller Written by people who have b...Parallel Mandelbrot Set solver: Solving the Mandelbrot set using the Parallel class in .NET 4.0. Showing the resulting image in a WPF application. The solution file requires VS 2010.Pomogad - Pomodoro Windows Gadget: Você usa Pomodoro Technique? Não sabe o que é? Veja aqui http://www.pomodorotechnique.com Agora que você já sabe, que tal usar essa técnica? E p...PostCrap - flyweight .NET AOP post compiler: PostCrap is a flyweight attribute based aspect injection .NET post compiler It is written in C# and uses Mono.Cecil to modify assemblies and injec...Software + Service Reference Demo Kit: MS China Developer and Platform Evangelism team created an End-2-End demo for Software + Service. Yet Another SharePoint Tool: YEAST provides you with a simple to integrate approach to generating SharePoint solution packages as part of a Visual Studio project. Zen Coding Visual Studio Plugin: Zen Coding for Visual Studio is plugin for HTML and CSS hi-speed codingNew Releases.Net MSBuild Google Closure Compiler Task: .Net MSBuild Google Closure Compiler Task 1.1: - Corrected issue with regular expression source file and renamingdotNails: dotNails_0.5.9: NOTE - the latest source code has been moved to google code to take advantage of Mercurial source control - http://code.google.com/p/dotnails/sourc...EasyWFUnit: EasyWFUnit-2.2: Release 2.2 of EasyWFUnit, an extension library to support unit testing of Windows Workflow, includes a revised WinForm GUI Test Builder that utili...Fluent Ribbon Control Suite: Fluent Ribbon Control Suite BETA2 (for .NET 4.0RC): Includes Fluent.dll (with .pdb and .xml) and test application compiled with .NET 4.0 RC.FolderSize: FolderSize.Win32.1.0.3.0: FolderSize.Win32.1.0.3.0 A simple utility intended to be used to scan harddrives for the folders that take most place and display this to the user...Fusion Charts Free for SharePoint: 1.3: Fix release for issue #11833 : Feature Must Be Activated on Root of Web Application.GotSharp Extensions: 1.0: First release, containing only a few extension methods for the System.String and System.IO.Stream classes, and a Range utility class.Jeremy's Experimental Repository: FluentValidation with IoC Sample: Sample code for the blog post Using FluentValidation with an IoC containerMiniTwitter: 1.08: MiniTwitter 1.08 更新内容 修正 自動更新が CodePlex の変更で動いていなかった問題を修正 自動更新に失敗すると落ちるバグを修正 通知領域アイコン右クリックで表示されるメニューが消えないバグを修正 変更 ハッシュタグの抽出条件を変更 API のエンドポイ...MSTS Editors & Tools: Simis Editor v0.3: Simis Editor v0.3 Enabled Edit > Undo and Edit > Redo. Undoing/redoing back to last saved state is identified as saved (no prompt on exit, etc.)....Parallel Mandelbrot Set solver: Alpha 1: First releaseParallelTasks: ParallelTasks 2.0 beta1: ParallelTasks 2.0 is a total re-write of the original version. Featuring improved performance and stability and a more consistent API.Personal Expense Tracker: Personal Expense Tracker v0.1 beta: This is the first beta release. Please provide me with your feedback.PostCrap - flyweight .NET AOP post compiler: PostCrap 1.0 AOP source and binaries: PostCrap 1.0 source and binaries (the unit test project contains sample interceptor attributes for exception handling & logging)Protoforma | Tactica Adversa: Skilful 0.1.3.276: AlphaRawr: Rawr 2.3.10: - More improvements to the default filters - Further improvement on avoiding useless gem swaps from the Optimizer. - Normal/Heroic ICC items shou...Reusable Library: v1.0.2: A collection of reusable abstractions for enterprise application developer.Sem.Sync: 2010-02-21 - Synchronization Manager - Beta: This release is not tested very well, so you should use this version only to evaluate new features. - Changed way of handling source-ids in order ...Survey - web survey & form engine: Survey 1.1.0: Release Survey v. 1.1.0.0 Major changes: - layout & graphics completely overhauled - several technical changes & repairs (e.g. matrix question iss...Yet Another SharePoint Tool: Version 1: Version 1Zeta Resource Editor: Release 2010-02-21: New source code release.Most Popular ProjectsWBFS ManagerRawrAJAX Control ToolkitMicrosoft SQL Server Product Samples: DatabaseSilverlight ToolkitWindows Presentation Foundation (WPF)Image Resizer Powertoy Clone for WindowsASP.NETDotNetNuke® Community EditionMicrosoft SQL Server Community & SamplesMost Active ProjectsDinnerNow.netRawrBlogEngine.NETNB_Store - Free DotNetNuke Ecommerce Catalog ModuleSharpyjQuery Library for SharePoint Web ServicesSharePoint ContribInfoServicepatterns & practices – Enterprise LibraryPHPExcel

    Read the article

  • Ajax Control Toolkit and Superexpert

    - by Stephen Walther
    Microsoft has asked my company, Superexpert Consulting, to take ownership of the development and maintenance of the Ajax Control Toolkit moving forward. In this blog entry, I discuss our strategy for improving the Ajax Control Toolkit. Why the Ajax Control Toolkit? The Ajax Control Toolkit is one of the most popular projects on CodePlex. In fact, some have argued that it is among the most successful open-source projects of all time. It consistently receives over 3,500 downloads a day (not weekends -- workdays). A mind-boggling number of developers use the Ajax Control Toolkit in their ASP.NET Web Forms applications. Why does the Ajax Control Toolkit continue to be such a popular project? The Ajax Control Toolkit fills a strong need in the ASP.NET Web Forms world. The Toolkit enables Web Forms developers to build richly interactive JavaScript applications without writing any JavaScript. For example, by taking advantage of the Ajax Control Toolkit, a Web Forms developer can add modal dialogs, popup calendars, and client tabs to a web application simply by dragging web controls onto a page. The Ajax Control Toolkit is not for everyone. If you are comfortable writing JavaScript then I recommend that you investigate using jQuery plugins instead of the Ajax Control Toolkit. However, if you are a Web Forms developer and you don’t want to get your hands dirty writing JavaScript, then the Ajax Control Toolkit is a great solution. The Ajax Control Toolkit is Vast The Ajax Control Toolkit consists of 40 controls. That’s a lot of controls (For the sake of comparison, jQuery UI consists of only 8 controls – those slackers J). Furthermore, developers expect the Ajax Control Toolkit to work on browsers both old and new. For example, people expect the Ajax Control Toolkit to work with Internet Explorer 6 and Internet Explorer 9 and every version of Internet Explorer in between. People also expect the Ajax Control Toolkit to work on the latest versions of Mozilla Firefox, Apple Safari, and Google Chrome. And, people expect the Ajax Control Toolkit to work with different operating systems. Yikes, that is a lot of combinations. The biggest challenge which my company faces in supporting the Ajax Control Toolkit is ensuring that the Ajax Control Toolkit works across all of these different browsers and operating systems. Testing, Testing, Testing Because we wanted to ensure that we could easily test the Ajax Control Toolkit with different browsers, the very first thing that we did was to set up a dedicated testing server. The dedicated server -- named Schizo -- hosts 4 virtual machines so that we can run Internet Explorer 6, Internet Explorer 7, Internet Explorer 8, and Internet Explorer 9 at the same time (We also use the virtual machines to host the latest versions of Firefox, Chrome, Opera, and Safari). The five developers on our team (plus me) can each publish to a separate FTP website on the testing server. That way, we can quickly test how changes to the Ajax Control Toolkit affect different browsers. QUnit Tests for the Ajax Control Toolkit Introducing regressions – introducing new bugs when trying to fix existing bugs – is the concern which prevents me from sleeping well at night. There are so many people using the Ajax Control Toolkit in so many unique scenarios, that it is difficult to make improvements to the Ajax Control Toolkit without introducing regressions. In order to avoid regressions, we decided early on that it was extremely important to build good test coverage for the 40 controls in the Ajax Control Toolkit. We’ve been focusing a lot of energy on building automated JavaScript unit tests which we can use to help us discover regressions. We decided to write the unit tests with the QUnit test framework. We picked QUnit because it is quickly becoming the standard unit testing framework in the JavaScript world. For example, it is the unit testing framework used by the jQuery team, the jQuery UI team, and many jQuery UI plugin developers. We had to make several enhancements to the QUnit framework in order to test the Ajax Control Toolkit. For example, QUnit does not support tests which include postbacks. We modified the QUnit framework so that it works with IFrames so we could perform postbacks in our automated tests. At this point, we have written hundreds of QUnit tests. For example, we have written 135 QUnit tests for the Accordion control. The QUnit tests are included with the Ajax Control Toolkit source code in a project named AjaxControlToolkit.Tests. You can run all of the QUnit tests contained in the project by opening the Default.aspx page. Automating the QUnit Tests across Multiple Browsers Automated tests are useless if no one ever runs them. In order for the QUnit tests to be useful, we needed an easy way to run the tests automatically against a matrix of browsers. We wanted to run the unit tests against Internet Explorer 6, Internet Explorer 7, Internet Explorer 8, Internet Explorer 9, Firefox, Chrome, and Safari automatically. Expecting a developer to run QUnit tests against every browser after every check-in is just too much to expect. It takes 20 seconds to run the Accordion QUnit tests. We are testing against 8 browsers. That would require the developer to open 8 browsers and wait for the results after each change in code. Too much work. Therefore, we built a JavaScript Test Server. Our JavaScript Test Server project was inspired by John Resig’s TestSwarm project. The JavaScript Test Server runs our QUnit tests in a swarm of browsers (running on different operating systems) automatically. Here’s how the JavaScript Test Server works: 1. We created an ASP.NET page named RunTest.aspx that constantly polls the JavaScript Test Server for a new set of QUnit tests to run. After the RunTest.aspx page runs the QUnit tests, the RunTest.aspx records the test results back to the JavaScript Test Server. 2. We opened the RunTest.aspx page on instances of Internet Explorer 6, Internet Explorer 7, Internet Explorer 8, Internet Explorer 9, FireFox, Chrome, Opera, Google, and Safari. Now that we have the JavaScript Test Server setup, we can run all of our QUnit tests against all of the browsers which we need to support with a single click of a button. A New Release of the Ajax Control Toolkit Each Month The Ajax Control Toolkit Issue Tracker contains over one thousand five hundred open issues and feature requests. So we have plenty of work on our plates J At CodePlex, anyone can vote for an issue to be fixed. Originally, we planned to fix issues in order of their votes. However, we quickly discovered that this approach was inefficient. Constantly switching back and forth between different controls was too time-consuming. It takes time to re-familiarize yourself with a control. Instead, we decided to focus on two or three controls each month and really focus on fixing the issues with those controls. This way, we can fix sets of related issues and avoid the randomization caused by context switching. Our team works in monthly sprints. We plan to do another release of the Ajax Control Toolkit each and every month. So far, we have competed one release of the Ajax Control Toolkit which was released on April 1, 2011. We plan to release a new version in early May. Conclusion Fortunately, I work with a team of smart developers. We currently have 5 developers working on the Ajax Control Toolkit (not full-time, they are also building two very cool ASP.NET MVC applications). All the developers who work on our team are required to have strong JavaScript, jQuery, and ASP.NET MVC skills. In the interest of being as transparent as possible about our work on the Ajax Control Toolkit, I plan to blog frequently about our team’s ongoing work. In my next blog entry, I plan to write about the two Ajax Control Toolkit controls which are the focus of our work for next release.

    Read the article

  • CodePlex Daily Summary for Thursday, March 11, 2010

    CodePlex Daily Summary for Thursday, March 11, 2010New ProjectsASP.NET Wiki Control: This ASP.NET user control allows you to embed a very useful wiki directly into your already existing ASP.NET website taking advantage of the popula...BabyLog: Log baby daily activity.buddyHome: buddyHome is a project that can make your home smarter. as good as your buddy. Cloud Community: Cloud Community makes it easier for organizations to have a simple to use community platform. Our mission is to create an easy to use community pl...Community Connectors for Microsoft CRM 4.0: Community Connectors for Microsoft CRM 4.0 allows Microsoft CRM 4.0 customers and partners to monitor and analyze customers’ interaction from their...Console Highlighter: Hightlights Microsoft Windows Command prompt (cmd.exe) by outputting ANSI VT100 Control sequences to color the output. These sequences are not hand...Cornell Store: This is IN NO WAY officially affiliated or related to the Cornell University store. Instead, this is a project that I am doing for a class. Ther...DevUtilities: This project is for creating some utility tools, and they will be useful during the development.DotNetNuke® Skin Maple: A DotNetNuke Design Challenge skin package submitted to the "Personal" category by DyNNamite.co.uk. The package includes 4 color variations and sev...HRNet: HRNetIIS Web Site Monitoring: A software for monitor a particular web site on IIS, even if its IP is sharing between different web site.Iowa Code Camp: The source code for the Iowa Code Camp website.Leonidas: Leonidas is a virtual tutorLunch 'n Learn: The Lunch 'n Learn web application is an open source ASP.NET MVC application that allows you to setup lunch 'n learn presentations for your team, c...MNT Cryptography: A very simple cryptography classMooiNooi MVC2LINQ2SQL Web Databinder: mvc2linq2sql is a databinder for ASP.NET MVC that make able developer to clean bind object from HTML FORMS to Linq entities. Even 1 to N relations ...MoqBot: MoqBot is an auto mocking library for Moq and Ninject.mtExperience1: hoiMvcPager: MvcPager is a free paging component for ASP.NET MVC web application, it exposes a series of extension methods for using in ASP.NET MVC applications...OCal: OCal is based on object calisthenics to identify code smellsPex Custom Arithmetic Solver: Pex Custom Arithmetic Solver contains a collection of meta-heuristic search algorithms. The goal is to improve Pex's code coverage for code involvi...SetControls: Расширеные контролы для ASP.NET приложений. Полная информация ближе к релизу...shadowrage1597: CTC 195 Game Design classSharePoint Team-Mailer: A SharePoint 2007 solution that defines a generic CustomList for sending e-mails to SharePoint Groups.Sql Share: SQL Share is a collaboration tool used within the science to allow database engineers to work tightly with domain scientists.TechCalendar: Tech Events Calendar ASP.NET project.ZLYScript: A very simple script language compiler.New ReleasesALGLIB: ALGLIB 2.4.0: New ALGLIB release contains: improved versions of several linear algebra algorithms: QR decomposition, matrix inversion, condition number estimatio...AmiBroker Plug-Ins with C#: AmiBroker Plug-Ins v0.0.2: Source codes and a binaryAppFabric Caching UI Admin Tool: AppFabric Caching Beta 2 UI Admin Tool: System Requirements:.NET 4.0 RC AppFabric Caching Beta2 Test On:Win 7 (64x)Autodocs - WCF REST Automatic API Documentation Generator: Autodocs.ServiceModel.Web: This archive contains the reference DLL, instructions and license.Compact Plugs & Compact Injection: Compact Injection and Compact Plugs 1.1 Beta: First release of Compact Plugs (CP). The solution includes a simple example project of CP, called "TestCompactPlugs1". Also some fixes where made ...Console Highlighter: Console Highlighter 0.9 (preview release): Preliminary release.Encrypted Notes: Encrypted Notes 1.3: This is the latest version of Encrypted Notes (1.3). It has an installer - it will create a directory 'CPascoe' in My Documents. The last one was ...Family Tree Analyzer: Version 1.0.2: Family Tree Analyzer Version 1.0.2 This early beta version implements loading a gedcom file and displaying some basic reports. These reports inclu...FRC1103 - FRC Dashboard viewer: 2010 Documentation v0.1: This is my current version of the control system documentation for 2010. It isn't complete, but it has the information required for a custom dashbo...jQuery.cssLess: jQuery.cssLess 0.5 (Even less release): NEW - support for nested special CSS classes (like :hover) MAIN RELEASE This release, code "Even less", is the one that will interpret cssLess wit...MooiNooi MVC2LINQ2SQL Web Databinder: MooiNooi MVC2LINQ2SQL DataBinder: I didn't try this... I just took it off from my project. Please, tell me any problem implementing in your own development and I'll be pleased to h...MvcPager: MvcPager 1.2 for ASP.NET MVC 1.0: MvcPager 1.2 for ASP.NET MVC 1.0Mytrip.Mvc: Mytrip 1.0 preview 1: Article Manager Blog Manager L2S Membership(.NET Framework 3.5) EF Membership(.NET Framework 4) User Manager File Manager Localization Captcha ...NodeXL: Network Overview, Discovery and Exploration for Excel: NodeXL Excel 2007 Template, version 1.0.1.117: The NodeXL Excel 2007 template displays a network graph using edge and vertex lists stored in an Excel 2007 workbook. What's NewThis version adds ...Pex Custom Arithmetic Solver: PexCustomArithmeticSolver: This is the alpha release containing the Alternating Variable Method and Evolution Strategies to try and solve constraints over floating point vari...Scrum Sprint Monitor: v1.0.0.44877: What is new in this release? Major performance increase in animations (up to 50 fps from 2 fps) by replacing DropShadow effect with png bitmaps; ...sELedit: sELedit v1.0b: + Added support for empty strings / wstrings + Fixed: critical bug in configuration files (list 53)sPWadmin: pwAdmin v0.9_nightly: + Fixed: XML editor can now open and save character templates + Added: PWI item name database + Added: Plugin SupportTechCalendar: Events Calendar v.1.0: Initial release.The Silverlight Hyper Video Player [http://slhvp.com]: Beta 2: Beta 2.0 Some fixes from Beta 1, and a couple small enhancements. Intensive testing continues, and I will continue to update the code at least ever...ThreadSafe.Caching: 2010.03.10.1: Updates to the scavanging behaviour since last release. Scavenging will now occur every 30 seconds by default and all objects in the cache will be ...VCC: Latest build, v2.1.30310.0: Automatic drop of latest buildVisual Studio DSite: Email Sender (C++): The same Email Sender program that I but made in visual c plus plus 2008 instead of visual basic 2008.Web Forms MVP: Web Forms MVP CTP7: The release can be considered stable, and is in use behind several high traffic, public websites. It has been marked as a CTP release as it is not ...White Tiger: 0.0.3.1: Now you can load or create files with whatever root element you want *check f or sets file permisionsMost Popular ProjectsMetaSharpWBFS ManagerRawrAJAX Control ToolkitMicrosoft SQL Server Product Samples: DatabaseSilverlight ToolkitWindows Presentation Foundation (WPF)ASP.NETMicrosoft SQL Server Community & SamplesASP.NET Ajax LibraryMost Active ProjectsUmbraco CMSRawrSDS: Scientific DataSet library and toolsN2 CMSFasterflect - A Fast and Simple Reflection APIjQuery Library for SharePoint Web ServicesBlogEngine.NETFarseer Physics Enginepatterns & practices – Enterprise LibraryCaliburn: An Application Framework for WPF and Silverlight

    Read the article

  • Granular Clipboard Control in Oracle IRM

    - by martin.abrahams
    One of the main leak prevention controls that customers are looking for is clipboard control. After all, there is little point in controlling access to a document if authorised users can simply make unprotected copies by use of the cut and paste mechanism. Oddly, for such a fundamental requirement, many solutions only offer very simplistic clipboard control - and require the customer to make an awkward choice between usability and security. In many cases, clipboard control is simply an ON-OFF option. By turning the clipboard OFF, you disable one of the most valuable edit functions known to man. Try working for any length of time without copying and pasting, and you'll soon appreciate how valuable that function is. Worse, some solutions disable the clipboard completely - not just for the protected document but for all of the various applications you have open at the time. Normal service is only resumed when you close the protected document. In this way, policy enforcement bleeds out of the particular assets you need to protect and interferes with the entire user experience. On the other hand, turning the clipboard ON satisfies a fundamental usability requirement - but also makes it really easy for users to create unprotected copies of sensitive information, maliciously or otherwise. All they need to do is paste into another document. If creating unprotected copies is this simple, you have to question how much you are really gaining by applying protection at all. You may not be allowed to edit, forward, or print the protected asset, but all you need to do is create a copy and work with that instead. And that activity would not be tracked in any way. So, a simple ON-OFF control creates a real tension between usability and security. If you are only using IRM on a small scale, perhaps security can outweigh usability - the business can put up with the restriction if it only applies to a handful of important documents. But try extending protection to large numbers of documents and large user communities, and the restriction rapidly becomes really unwelcome. I am aware of one solution that takes a different tack. Rather than disable the clipboard, pasting is always permitted, but protection is automatically applied to any document that you paste into. At first glance, this sounds great - protection travels with the content. However, at any scale this model may not be so appealing once you've had to deal with support calls from users who have accidentally applied protection to documents that really don't need it - which would be all too easily done. This may help control leakage, but it also pollutes the system with documents that have policies applied with no obvious rhyme or reason, and it can seriously inconvenience the business by making non-sensitive documents difficult to access. And what policy applies if you paste some protected content into an already protected document? Which policy applies? There are no prizes for guessing that Oracle IRM takes a rather different approach. The Oracle IRM Approach Oracle IRM offers a spectrum of clipboard controls between the extremes of ON and OFF, and it leverages the classification-based rights model to give granular control that satisfies both security and usability needs. Firstly, we take it for granted that if you have EDIT rights, of course you can use the clipboard within a given document. Why would we force you to retype a piece of content that you want to move from HERE... to HERE...? If the pasted content remains in the same document, it is equally well protected whether it be at the beginning, middle, or end - or all three. So, the first point is that Oracle IRM always enables the clipboard if you have the right to edit the file. Secondly, whether we enable or disable the clipboard, we only affect the protected document. That is, you can continue to use the clipboard in the usual way for unprotected documents and applications regardless of whether the clipboard is enabled or disabled for the protected document(s). And if you have multiple protected documents open, each may have the clipboard enabled or disabled independently, according to whether you have Edit rights for each. So, even for the simplest cases - the ON-OFF cases - Oracle IRM adds value by containing the effect to the protected documents rather than to the whole desktop environment. Now to the granular options between ON and OFF. Thanks to our classification model, we can define rights that enable pasting between documents in the same classification - ie. between documents that are protected by the same policy. So, if you are working on this month's financial report and you want to pull some data from last month's report, you can simply cut and paste between the two documents. The two documents are classified the same way, subject to the same policy, so the content is equally safe in both documents. However, if you try to paste the same data into an unprotected document or a document in a different classification, you can be prevented. Thus, the control balances legitimate user requirements to allow pasting with legitimate information security concerns to keep data protected. We can take this further. You may have the right to paste between related classifications of document. So, the CFO might want to copy some financial data into a board document, where the two documents are sealed to different classifications. The CFO's rights may well allow this, as it is a reasonable thing for a CFO to want to do. But policy might prevent the CFO from copying the same data into a classification that is accessible to external parties. The above option, to copy between classifications, may be for specific classifications or open-ended. That is, your rights might enable you to go from A to B but not to C, or you might be allowed to paste to any classification subject to your EDIT rights. As for so many features of Oracle IRM, our classification-based rights model makes this type of granular control really easy to manage - you simply define that pasting is permitted between classifications A and B, but omit C. Or you might define that pasting is permitted between all classifications, but not to unprotected locations. The classification model enables millions of documents to be controlled by a few such rules. Finally, you MIGHT have the option to paste anywhere - such that unprotected copies may be created. This is rare, but a legitimate configuration for some users, some use cases, and some classifications - but not something that you have to permit simply because the alternative is too restrictive. As always, these rights are defined in user roles - so different users are subject to different clipboard controls as required in different classifications. So, where most solutions offer just two clipboard options - ON-OFF or ON-but-encrypt-everything-you-touch - Oracle IRM offers real granularity that leverages our classification model. Indeed, I believe it is the lack of a classification model that makes such granularity impractical for other IRM solutions, because the matrix of rules for controlling pasting would be impossible to manage - there are so many documents to consider, and more are being created all the time.

    Read the article

  • Routes on a sphere surface - Find geodesic?

    - by CaNNaDaRk
    I'm working with some friends on a browser based game where people can move on a 2D map. It's been almost 7 years and still people play this game so we are thinking of a way to give them something new. Since then the game map was a limited plane and people could move from (0, 0) to (MAX_X, MAX_Y) in quantized X and Y increments (just imagine it as a big chessboard). We believe it's time to give it another dimension so, just a couple of weeks ago, we began to wonder how the game could look with other mappings: Unlimited plane with continous movement: this could be a step forward but still i'm not convinced. Toroidal World (continous or quantized movement): sincerely I worked with torus before but this time I want something more... Spherical world with continous movement: this would be great! What we want Users browsers are given a list of coordinates like (latitude, longitude) for each object on the spherical surface map; browsers must then show this in user's screen rendering them inside a web element (canvas maybe? this is not a problem). When people click on the plane we convert the (mouseX, mouseY) to (lat, lng) and send it to the server which has to compute a route between current user's position to the clicked point. What we have We began writing a Java library with many useful maths to work with Rotation Matrices, Quaternions, Euler Angles, Translations, etc. We put it all together and created a program that generates sphere points, renders them and show them to the user inside a JPanel. We managed to catch clicks and translate them to spherical coords and to provide some other useful features like view rotation, scale, translation etc. What we have now is like a little (very little indeed) engine that simulates client and server interaction. Client side shows points on the screen and catches other interactions, server side renders the view and does other calculus like interpolating the route between current position and clicked point. Where is the problem? Obviously we want to have the shortest path to interpolate between the two route points. We use quaternions to interpolate between two points on the surface of the sphere and this seemed to work fine until i noticed that we weren't getting the shortest path on the sphere surface: We though the problem was that the route is calculated as the sum of two rotations about X and Y axis. So we changed the way we calculate the destination quaternion: We get the third angle (the first is latitude, the second is longitude, the third is the rotation about the vector which points toward our current position) which we called orientation. Now that we have the "orientation" angle we rotate Z axis and then use the result vector as the rotation axis for the destination quaternion (you can see the rotation axis in grey): What we got is the correct route (you can see it lays on a great circle), but we get to this ONLY if the starting route point is at latitude, longitude (0, 0) which means the starting vector is (sphereRadius, 0, 0). With the previous version (image 1) we don't get a good result even when startin point is 0, 0, so i think we're moving towards a solution, but the procedure we follow to get this route is a little "strange" maybe? In the following image you get a view of the problem we get when starting point is not (0, 0), as you can see starting point is not the (sphereRadius, 0, 0) vector, and as you can see the destination point (which is correctly drawn!) is not on the route. The magenta point (the one which lays on the route) is the route's ending point rotated about the center of the sphere of (-startLatitude, 0, -startLongitude). This means that if i calculate a rotation matrix and apply it to every point on the route maybe i'll get the real route, but I start to think that there's a better way to do this. Maybe I should try to get the plane through the center of the sphere and the route points, intersect it with the sphere and get the geodesic? But how? Sorry for being way too verbose and maybe for incorrect English but this thing is blowing my mind! EDIT: This code version is related to the first image: public void setRouteStart(double lat, double lng) { EulerAngles tmp = new EulerAngles ( Math.toRadians(lat), 0, -Math.toRadians(lng)); //set route start Quaternion qtStart.setInertialToObject(tmp); //do other stuff like drawing start point... } public void impostaDestinazione(double lat, double lng) { EulerAngles tmp = new AngoliEulero( Math.toRadians(lat), 0, -Math.toRadians(lng)); qtEnd.setInertialToObject(tmp); //do other stuff like drawing dest point... } public V3D interpolate(double totalTime, double t) { double _t = t/totalTime; Quaternion q = Quaternion.Slerp(qtStart, qtEnd, _t); RotationMatrix.inertialQuatToIObject(q); V3D p = matInt.inertialToObject(V3D.Xaxis.scale(sphereRadius)); //other stuff, like drawing point ... return p; } //mostly taken from a book! public static Quaternion Slerp(Quaternion q0, Quaternion q1, double t) { double cosO = q0.dot(q1); double q1w = q1.w; double q1x = q1.x; double q1y = q1.y; double q1z = q1.z; if (cosO < 0.0f) { q1w = -q1w; q1x = -q1x; q1y = -q1y; q1z = -q1z; cosO = -cosO; } double sinO = Math.sqrt(1.0f - cosO*cosO); double O = Math.atan2(sinO, cosO); double oneOverSinO = 1.0f / senoOmega; k0 = Math.sin((1.0f - t) * O) * oneOverSinO; k1 = Math.sin(t * O) * oneOverSinO; // Interpolate return new Quaternion( k0*q0.w + k1*q1w, k0*q0.x + k1*q1x, k0*q0.y + k1*q1y, k0*q0.z + k1*q1z ); } A little dump of what i get (again check image 1): Route info: Sphere radius and center: 200,000, (0.0, 0.0, 0.0) Route start: lat 0,000 °, lng 0,000 ° @v: (200,000, 0,000, 0,000), |v| = 200,000 Route end: lat 30,000 °, lng 30,000 ° @v: (150,000, 86,603, 100,000), |v| = 200,000 Qt dump: (w, x, y, z), rot. angle°, (x, y, z) rot. axis Qt start: (1,000, 0,000, -0,000, 0,000); 0,000 °; (1,000, 0,000, 0,000) Qt end: (0,933, 0,067, -0,250, 0,250); 42,181 °; (0,186, -0,695, 0,695) Route start: lat 30,000 °, lng 10,000 ° @v: (170,574, 30,077, 100,000), |v| = 200,000 Route end: lat 80,000 °, lng -50,000 ° @v: (22,324, -26,604, 196,962), |v| = 200,000 Qt dump: (w, x, y, z), rot. angle°, (x, y, z) rot. axis Qt start: (0,962, 0,023, -0,258, 0,084); 31,586 °; (0,083, -0,947, 0,309) Qt end: (0,694, -0,272, -0,583, -0,324); 92,062 °; (-0,377, -0,809, -0,450)

    Read the article

< Previous Page | 69 70 71 72 73 74 75 76 77  | Next Page >