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  • Ambient occlusion shader just shows models as all white

    - by dvds414
    Okay so I have this shader for ambient occlusion. It loads to world correctly, but it just shows all the models as being white. I do not know why. I am just running the shader while the model is rendering, is that correct? or do I need to make a render target or something? If so then how? I'm using C++. Here is my shader: float sampleRadius; float distanceScale; float4x4 xProjection; float4x4 xView; float4x4 xWorld; float3 cornerFustrum; struct VS_OUTPUT { float4 pos : POSITION; float2 TexCoord : TEXCOORD0; float3 viewDirection : TEXCOORD1; }; VS_OUTPUT VertexShaderFunction( float4 Position : POSITION, float2 TexCoord : TEXCOORD0) { VS_OUTPUT Out = (VS_OUTPUT)0; float4 WorldPosition = mul(Position, xWorld); float4 ViewPosition = mul(WorldPosition, xView); Out.pos = mul(ViewPosition, xProjection); Position.xy = sign(Position.xy); Out.TexCoord = (float2(Position.x, -Position.y) + float2( 1.0f, 1.0f ) ) * 0.5f; float3 corner = float3(-cornerFustrum.x * Position.x, cornerFustrum.y * Position.y, cornerFustrum.z); Out.viewDirection = corner; return Out; } texture depthTexture; texture randomTexture; sampler2D depthSampler = sampler_state { Texture = <depthTexture>; ADDRESSU = CLAMP; ADDRESSV = CLAMP; MAGFILTER = LINEAR; MINFILTER = LINEAR; }; sampler2D RandNormal = sampler_state { Texture = <randomTexture>; ADDRESSU = WRAP; ADDRESSV = WRAP; MAGFILTER = LINEAR; MINFILTER = LINEAR; }; float4 PixelShaderFunction(VS_OUTPUT IN) : COLOR0 { float4 samples[16] = { float4(0.355512, -0.709318, -0.102371, 0.0 ), float4(0.534186, 0.71511, -0.115167, 0.0 ), float4(-0.87866, 0.157139, -0.115167, 0.0 ), float4(0.140679, -0.475516, -0.0639818, 0.0 ), float4(-0.0796121, 0.158842, -0.677075, 0.0 ), float4(-0.0759516, -0.101676, -0.483625, 0.0 ), float4(0.12493, -0.0223423, -0.483625, 0.0 ), float4(-0.0720074, 0.243395, -0.967251, 0.0 ), float4(-0.207641, 0.414286, 0.187755, 0.0 ), float4(-0.277332, -0.371262, 0.187755, 0.0 ), float4(0.63864, -0.114214, 0.262857, 0.0 ), float4(-0.184051, 0.622119, 0.262857, 0.0 ), float4(0.110007, -0.219486, 0.435574, 0.0 ), float4(0.235085, 0.314707, 0.696918, 0.0 ), float4(-0.290012, 0.0518654, 0.522688, 0.0 ), float4(0.0975089, -0.329594, 0.609803, 0.0 ) }; IN.TexCoord.x += 1.0/1600.0; IN.TexCoord.y += 1.0/1200.0; normalize (IN.viewDirection); float depth = tex2D(depthSampler, IN.TexCoord).a; float3 se = depth * IN.viewDirection; float3 randNormal = tex2D( RandNormal, IN.TexCoord * 200.0 ).rgb; float3 normal = tex2D(depthSampler, IN.TexCoord).rgb; float finalColor = 0.0f; for (int i = 0; i < 16; i++) { float3 ray = reflect(samples[i].xyz,randNormal) * sampleRadius; //if (dot(ray, normal) < 0) // ray += normal * sampleRadius; float4 sample = float4(se + ray, 1.0f); float4 ss = mul(sample, xProjection); float2 sampleTexCoord = 0.5f * ss.xy/ss.w + float2(0.5f, 0.5f); sampleTexCoord.x += 1.0/1600.0; sampleTexCoord.y += 1.0/1200.0; float sampleDepth = tex2D(depthSampler, sampleTexCoord).a; if (sampleDepth == 1.0) { finalColor ++; } else { float occlusion = distanceScale* max(sampleDepth - depth, 0.0f); finalColor += 1.0f / (1.0f + occlusion * occlusion * 0.1); } } return float4(finalColor/16, finalColor/16, finalColor/16, 1.0f); } technique SSAO { pass P0 { VertexShader = compile vs_3_0 VertexShaderFunction(); PixelShader = compile ps_3_0 PixelShaderFunction(); } }

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  • Triangle Line-Segment Intersection - detecting near misses

    - by Will
    A ray is a very poor approximation of a player! I think approximating a player with a sphere traveling a straight line each game tick will solve my problems of the player intersecting edges of scenery because their line segment missed it yet their own model is not infinitely thin... I have a 3D triangle and a line segment. I have the normal triangle-line-segment intersection code which I admit I have only a woolly grasp of. To model movement and compute collisions of the player I have to determine if a line passes within sphere-radius of a triangle. But I can find no convenient line near-miss intersection code! Here's the classic triangle intersection ### commented ### code with my starting assumptions: function triangle_ray_intersection(a,b,c,ray_origin,ray_dir,ray_radius) { // http://softsurfer.com/Archive/algorithm_0105/algorithm_0105.htm#intersect_RayTriangle%28%29 // get triangle edge vectors and plane normal var u = vec3_sub(b,a); var v = vec3_sub(c,a); var n = vec3_cross(u,v); if(n[0]==0 && n[1]==0 && n[2]==0) return null; // triangle is degenerate var w0 = vec3_sub(ray_origin,a); var j = vec3_dot(n,ray_dir); if(Math.abs(j) < 0.00000001) { //### if parallel, might still pass within ray_radius of it return null; // parallel, disjoint or on plane } var i = -vec3_dot(n,w0); // get intersect point of ray with triangle plane var k = i / j; if(k < 0.0) return null; // ray goes away from triangle //### as its a line segment, k > 1+ray_radius means no intersect var hit = vec3_add(ray_origin,vec3_scale(ray_dir,k)); // intersect point of ray and plane // is I inside T? //### here I'm a bit lost; this is presumably computing barycentric coordinates? var uu = vec3_dot(u,u); var uv = vec3_dot(u,v); var vv = vec3_dot(v,v); var w = vec3_sub(hit,a); var wu = vec3_dot(w,u); var wv = vec3_dot(w,v); var D = uv * uv - uu * vv; var s = (uv * wv - vv * wu) / D; //### therefore, compute if its within ray_radius scaled to the 0..1 of barycentric coordinates? if(s<0.0 || s>1.0) return null; // I is outside T var t = (uv * wu - uu * wv) / D; if(t<0.0 || (s+t)>1.0) return null; // I is outside T //### finally, if it passses a barycentric test it might still be too far //### to a point; must check that its distance from a corner is within ray_radius too if more than one barycentric coord is >1 //### so we have rounded corners... return [hit,n]; // I is in T } Given the distance between the point of plane intersection and each corner, I ought to be able to determine distance at world scale of how far beyond the edge - beyond 1.0 in barycentric coordinates for each axis - that point is... At this point my head explodes! Is this the right track? What's the actual code? UPDATE: you can earn 100 pts on SO if you answer this question there...! How can you determine if a line segment passes within some distance of a triangle?

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  • HLSL Shader not working right?

    - by dvds414
    Okay so I have this shader for ambient occlusion. It loads to world correctly, but it just shows all the models as being white. I do not know why. I am just running the shader while the model is rendering, is that correct? or do I need to make a render target or something? if so then how? I'm using C++. Here is my shader. float sampleRadius; float distanceScale; float4x4 xProjection; float4x4 xView; float4x4 xWorld; float3 cornerFustrum; struct VS_OUTPUT { float4 pos : POSITION; float2 TexCoord : TEXCOORD0; float3 viewDirection : TEXCOORD1; }; VS_OUTPUT VertexShaderFunction( float4 Position : POSITION, float2 TexCoord : TEXCOORD0) { VS_OUTPUT Out = (VS_OUTPUT)0; float4 WorldPosition = mul(Position, xWorld); float4 ViewPosition = mul(WorldPosition, xView); Out.pos = mul(ViewPosition, xProjection); Position.xy = sign(Position.xy); Out.TexCoord = (float2(Position.x, -Position.y) + float2( 1.0f, 1.0f ) ) * 0.5f; float3 corner = float3(-cornerFustrum.x * Position.x, cornerFustrum.y * Position.y, cornerFustrum.z); Out.viewDirection = corner; return Out; } texture depthTexture; texture randomTexture; sampler2D depthSampler = sampler_state { Texture = <depthTexture>; ADDRESSU = CLAMP; ADDRESSV = CLAMP; MAGFILTER = LINEAR; MINFILTER = LINEAR; }; sampler2D RandNormal = sampler_state { Texture = <randomTexture>; ADDRESSU = WRAP; ADDRESSV = WRAP; MAGFILTER = LINEAR; MINFILTER = LINEAR; }; float4 PixelShaderFunction(VS_OUTPUT IN) : COLOR0 { float4 samples[16] = { float4(0.355512, -0.709318, -0.102371, 0.0 ), float4(0.534186, 0.71511, -0.115167, 0.0 ), float4(-0.87866, 0.157139, -0.115167, 0.0 ), float4(0.140679, -0.475516, -0.0639818, 0.0 ), float4(-0.0796121, 0.158842, -0.677075, 0.0 ), float4(-0.0759516, -0.101676, -0.483625, 0.0 ), float4(0.12493, -0.0223423, -0.483625, 0.0 ), float4(-0.0720074, 0.243395, -0.967251, 0.0 ), float4(-0.207641, 0.414286, 0.187755, 0.0 ), float4(-0.277332, -0.371262, 0.187755, 0.0 ), float4(0.63864, -0.114214, 0.262857, 0.0 ), float4(-0.184051, 0.622119, 0.262857, 0.0 ), float4(0.110007, -0.219486, 0.435574, 0.0 ), float4(0.235085, 0.314707, 0.696918, 0.0 ), float4(-0.290012, 0.0518654, 0.522688, 0.0 ), float4(0.0975089, -0.329594, 0.609803, 0.0 ) }; IN.TexCoord.x += 1.0/1600.0; IN.TexCoord.y += 1.0/1200.0; normalize (IN.viewDirection); float depth = tex2D(depthSampler, IN.TexCoord).a; float3 se = depth * IN.viewDirection; float3 randNormal = tex2D( RandNormal, IN.TexCoord * 200.0 ).rgb; float3 normal = tex2D(depthSampler, IN.TexCoord).rgb; float finalColor = 0.0f; for (int i = 0; i < 16; i++) { float3 ray = reflect(samples[i].xyz,randNormal) * sampleRadius; //if (dot(ray, normal) < 0) // ray += normal * sampleRadius; float4 sample = float4(se + ray, 1.0f); float4 ss = mul(sample, xProjection); float2 sampleTexCoord = 0.5f * ss.xy/ss.w + float2(0.5f, 0.5f); sampleTexCoord.x += 1.0/1600.0; sampleTexCoord.y += 1.0/1200.0; float sampleDepth = tex2D(depthSampler, sampleTexCoord).a; if (sampleDepth == 1.0) { finalColor ++; } else { float occlusion = distanceScale* max(sampleDepth - depth, 0.0f); finalColor += 1.0f / (1.0f + occlusion * occlusion * 0.1); } } return float4(finalColor/16, finalColor/16, finalColor/16, 1.0f); } technique SSAO { pass P0 { VertexShader = compile vs_3_0 VertexShaderFunction(); PixelShader = compile ps_3_0 PixelShaderFunction(); } }

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  • unittest import error with virtualenv + google-app-engine-django

    - by Ray Yun
    I'm working with google-app-engine-django + zipped django. Just running "python manage.py test" succeeded without error. But with virtualenv, test was failed with "import unittest error". same error with Django 1.1. - OSX 10.5.6 - google-app-engine-django (r101 via svn) : r100 was failed with launcher 1.3.0 - GoogleAppLauncher 1.3.0 - Django 1.1 & 1.1.1 (zipped) : both failed - virtualenv 1.4.5 - virtualenvwrapper 1.24 Error Message: (django_appengine)Reiot:warclouds Reiot$ python manage.py test WARNING:root:Could not read datastore data from /var/folders/UZ/UZ1vQeLFH2ShHk4kIiLcFk+++TI/-Tmp-/django_google-app-engine-django.datastore INFO:root:zipimporter('/Volumes/data/Documents/warclouds/django.zip', 'django/core/serializers/') .WARNING:root:Can't open zipfile /Users/Reiot/.virtualenvs/django_appengine/lib/python2.5/site-packages/setuptools-0.6c11-py2.5.egg: IOError: [Errno 13] file not accessible: '/Users/Reiot/.virtualenvs/django_appengine/lib/python2.5/site-packages/setuptools-0.6c11-py2.5.egg' WARNING:root:Can't open zipfile /Library/Frameworks/Python.framework/Versions/2.5/lib/python2.5/site-packages/setuptools-0.6c9-py2.5.egg: IOError: [Errno 13] file not accessible: '/Library/Frameworks/Python.framework/Versions/2.5/lib/python2.5/site-packages/setuptools-0.6c9-py2.5.egg' ERROR:root:Exception encountered handling request Traceback (most recent call last): File "/Applications/GoogleAppEngineLauncher.app/Contents/Resources/GoogleAppEngine-default.bundle/Contents/Resources/google_appengine/google/appengine/tools/dev_appserver.py", line 3177, in _HandleRequest self._Dispatch(dispatcher, self.rfile, outfile, env_dict) File "/Applications/GoogleAppEngineLauncher.app/Contents/Resources/GoogleAppEngine-default.bundle/Contents/Resources/google_appengine/google/appengine/tools/dev_appserver.py", line 3120, in _Dispatch base_env_dict=env_dict) File "/Applications/GoogleAppEngineLauncher.app/Contents/Resources/GoogleAppEngine-default.bundle/Contents/Resources/google_appengine/google/appengine/tools/dev_appserver.py", line 515, in Dispatch base_env_dict=base_env_dict) File "/Applications/GoogleAppEngineLauncher.app/Contents/Resources/GoogleAppEngine-default.bundle/Contents/Resources/google_appengine/google/appengine/tools/dev_appserver.py", line 2379, in Dispatch self._module_dict) File "/Applications/GoogleAppEngineLauncher.app/Contents/Resources/GoogleAppEngine-default.bundle/Contents/Resources/google_appengine/google/appengine/tools/dev_appserver.py", line 2289, in ExecuteCGI reset_modules = exec_script(handler_path, cgi_path, hook) File "/Applications/GoogleAppEngineLauncher.app/Contents/Resources/GoogleAppEngine-default.bundle/Contents/Resources/google_appengine/google/appengine/tools/dev_appserver.py", line 2185, in ExecuteOrImportScript exec module_code in script_module.__dict__ File "/Volumes/data/Documents/warclouds/main.py", line 28, in <module> from appengine_django import InstallAppengineHelperForDjango File "/Applications/GoogleAppEngineLauncher.app/Contents/Resources/GoogleAppEngine-default.bundle/Contents/Resources/google_appengine/google/appengine/tools/dev_appserver.py", line 1264, in Decorate return func(self, *args, **kwargs) File "/Applications/GoogleAppEngineLauncher.app/Contents/Resources/GoogleAppEngine-default.bundle/Contents/Resources/google_appengine/google/appengine/tools/dev_appserver.py", line 1914, in load_module return self.FindAndLoadModule(submodule, fullname, search_path) File "/Applications/GoogleAppEngineLauncher.app/Contents/Resources/GoogleAppEngine-default.bundle/Contents/Resources/google_appengine/google/appengine/tools/dev_appserver.py", line 1264, in Decorate return func(self, *args, **kwargs) File "/Applications/GoogleAppEngineLauncher.app/Contents/Resources/GoogleAppEngine-default.bundle/Contents/Resources/google_appengine/google/appengine/tools/dev_appserver.py", line 1816, in FindAndLoadModule description) File "/Applications/GoogleAppEngineLauncher.app/Contents/Resources/GoogleAppEngine-default.bundle/Contents/Resources/google_appengine/google/appengine/tools/dev_appserver.py", line 1264, in Decorate return func(self, *args, **kwargs) File "/Applications/GoogleAppEngineLauncher.app/Contents/Resources/GoogleAppEngine-default.bundle/Contents/Resources/google_appengine/google/appengine/tools/dev_appserver.py", line 1767, in LoadModuleRestricted description) File "/Volumes/data/Documents/warclouds/appengine_django/__init__.py", line 44, in <module> import unittest ImportError: No module named unittest INFO:root:"GET / HTTP/1.1" 500 - INFO:root:zipimporter('/Users/Reiot/.virtualenvs/django_appengine/lib/python2.5/site-packages/setuptools-0.6c11-py2.5.egg', '') INFO:root:zipimporter('/Library/Frameworks/Python.framework/Versions/2.5/lib/python2.5/site-packages/setuptools-0.6c9-py2.5.egg', '') F........................................................... ====================================================================== FAIL: a request to the default page works in the dev_appserver ---------------------------------------------------------------------- Traceback (most recent call last): File "/Volumes/data/Documents/warclouds/appengine_django/tests/integration_test.py", line 176, in testBasic self.assertEquals(rv.status_code, 200) AssertionError: 500 != 200 I also tried with console import but it was ok. > which python /Users/Reiot/.virtualenvs/django_appengine/bin/python > python >>> import unittest Here is my environments: $ mkvirtualenv --no-site-packages no-django $ mkvirtualenv --no-site-packages django-1.1 $ mkvirtualenv --no-site-packages django-1.1.1 (django-1.1)$ easy_install Django-1.1.tar (django-1.1.1)$ easy_install Django-1.1.1.tar $ mkdir google-app-engine-django-svn $ cp -r google-app-engine-django-svn google-app-engine-django-svn-django-1.1 // copy appropriate django.zip $ cp -r google-app-engine-django-svn google-app-engine-django-svn-django-1.1.1 // copy appropriate django.zip

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  • How to access Google Maps API v3 marker's DIV and it's pixel position?

    - by Ray Yun
    Instead of google maps api's default info window, I'm going to use other jquery tooltip plugin over marker. So I need to get marker's DIV and its pixel position. But couldn't get it because there are no id or class for certain marker. Only I can access map canvas div from marker object and undocumented pixelBounds object. How can I access marker's DIV? Where can I get DIV's pixel position? Can I convert lat-lng position to pixel values?

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  • appstats broken filename in callstack

    - by Ray Yun
    When I visit appstats page and expand callstack, the file path has <path[N]> prefix. So click the file link then emit no such file or directory error. Stack: /google/appengine/datastore/datastore_rpc.py:951 make_rpc_call() /google/appengine/datastore/datastore_query.py:993 _make_query_result_rpc_call() /google/appengine/datastore/datastore_query.py:714 run_async() /google/appengine/datastore/datastore_query.py:685 run() /google/appengine/api/datastore.py:1281 GetBatcher() /google/appengine/api/datastore.py:1351 Get() /google/appengine/ext/db/init.py:1831 fetch() /google/appengine/ext/db/init.py:1778 get() /apps/fbapp/fbutil.py:232 oauth_load_fb_user() /apps/fbapp/fbutil.py:84 require_account() the error message for appengine source: [Errno 2] No such file or directory: u'/Applications/GoogleAppEngineLauncher.app/Contents/Resources/GoogleAppEngine-default.bundle/Contents/Resources/google_appengine/lib/ipaddr/google/appengine/datastore/datastore_rpc.py' the error message for my source: IOError [Errno 2] No such file or directory: u'/Applications/GoogleAppEngineLauncher.app/Contents/Resources/GoogleAppEngine-default.bundle/Contents/Resources/google_appengine/lib/antlr3/apps/fbapp/fbutil.py' I guess this was path problem and found some official comment from google. If your request handlers modify sys.path, you must make the same modifications to sys.path in appengine_config.py so the Appstats web interface can see all files. Actually I'm using appengine_django and two path was inserted to sys.path. I did it same again at appengine_django.py but also failed. Maybe some custom setting with appengine_config.py can solve this problem but doesn't figure out how to fix it. What can I do?

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  • Handling session between two pages in iframe-based facebook app.

    - by Ray Yun
    I'm a newbie to iframe based facebook application and stuck with session related problems. There are just two pages in my app. First page got many fb_sig_* parameters from facebook platform but when I click a anchor to next page, those fb_sig_* were lost because this is just direct request from end user's browser not from facebook. So I found that http://forum.developers.facebook.com/viewtopic.php?id=52885. It was told that I should not using cookie and always append every fb_sig* to every anchor. This can be the only solution for my problems? Any side effect like session expiry problem?

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  • Querying the Datastore in python

    - by Ray
    Greetings! I am trying to work with a single column in the datatstore, I can view and display the contents, like this - q = test.all() q.filter("adjclose =", "adjclose") q = db.GqlQuery("SELECT * FROM test") results = q.fetch(5) for p in results: p1 = p.adjclose print "The value is --> %f" % (p.adjclose) however i need to calculate the historical values with the adjclose column, and I am not able to get over the errors for c in range(len(p1)-1): TypeError: object of type 'float' has no len() here is my code! for c in range(len(p1)-1): p1.append(p1[c+1]-p1[c]/p1[c]) p2 = (p1[c+1]-p1[c]/p1[c]) print "the p1 value<-- %f" % (p2) print "dfd %f" %(p1) new to python, any help will be greatly appreciated! thanks in advance Ray HERE IS THE COMPLETE CODE class CalHandler(webapp.RequestHandler): def get(self): que = db.GqlQuery("SELECT * from test") user_list = que.fetch(limit=100) doRender( self, 'memberscreen2.htm', {'user_list': user_list} ) q = test.all() q.filter("adjclose =", "adjclose") q = db.GqlQuery("SELECT * FROM test") results = q.fetch(5) for p in results: p1 = p.adjclose print "The value is --> %f" % (p.adjclose) for c in range(len(p1)-1): p1.append(p1[c+1]-p1[c]/p1[c]) print "the p1 value<--> %f" % (p2) print "dfd %f" %(p1)

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  • Facebook requests 3 post_authorize/post_remove. How can I stop it?

    - by Ray Yun
    When user authorize or remove application, Facebook always request post_authorize or post_remove callback 3 times. Only I throws HTTP 500 error, it stop calling them. Yeah, it would be easy to ignore subsequent requests when I successfully handled that. So this maybe academic question. Is there any method to stop facebook requests with http status code??? :)

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  • overwrite existing entity via bulkloader.Loader

    - by Ray Yun
    I was going to CSV based export/import for large data with app engine. My idea was just simple. First column of CSV would be key of entity. If it's not empty, that row means existing entity and should overwrite old one. Else, that row is new entity and should create new one. I could export key of entity by adding key property. class FrontExporter(bulkloader.Exporter): def __init__(self): bulkloader.Exporter.__init__(self, 'Front', [ ('__key__', str, None), ('name', str, None), ]) But when I was trying to upload CSV, it had failed because bulkloader.Loader.generate_key() was just for "key_name" not "key" itself. That means all exported entities in CSV should have unique 'key_name' if I want to modify-and-reupload them. class FrontLoader(bulkloader.Loader): def __init__(self): bulkloader.Loader.__init__(self, 'Front', [ ('_UNUSED', lambda x: None), ('name', lambda x: x.decode('utf-8')), ]) def generate_key(self,i,values): # first column is key keystr = values[0] if len(keystr)==0: return None return keystr I also tried to load key directly without using generate_key(), but both failed. class FrontLoader(bulkloader.Loader): def __init__(self): bulkloader.Loader.__init__(self, 'Front', [ ('Key', db.Key), # not working. just create new one. ('__key__', db.Key), # same... So, how can I overwrite existing entity which has no 'key_name'? It would be horrible if I should give unique name to all entities..... From the first answer, I could handle this problem. :) def create_entity(self, values, key_name=None, parent=None): # if key_name is None: # print 'key_name is None' # else: # print 'key_name=<',key_name,'> : length=',len(key_name) Validate(values, (list, tuple)) assert len(values) == len(self._Loader__properties), ( 'Expected %d columns, found %d.' % (len(self._Loader__properties), len(values))) model_class = GetImplementationClass(self.kind) properties = { 'key_name': key_name, 'parent': parent, } for (name, converter), val in zip(self._Loader__properties, values): if converter is bool and val.lower() in ('0', 'false', 'no'): val = False properties[name] = converter(val) if key_name is None: entity = model_class(**properties) #print 'create new one' else: entity = model_class.get(key_name) for key, value in properties.items(): setattr(entity, key, value) #print 'overwrite old one' entities = self.handle_entity(entity) if entities: if not isinstance(entities, (list, tuple)): entities = [entities] for entity in entities: if not isinstance(entity, db.Model): raise TypeError('Expected a db.Model, received %s (a %s).' % (entity, entity.__class__)) return entities def generate_key(self,i,values): # first column is key if values[0] is None or values[0] in ('',' ','-','.'): return None return values[0]

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  • Google Adwords API response parse

    - by Yun Ling
    I am trying to figure out how to parse the Adword API query response without exceptions and one issue that i came across is that sometimes, the data itself contains comma besides the comma between each column. Say i do a query on Adroup, campaign and impression by using <reportDefinition xmlns="https://adwords.google.com/api/adwords/cm/v201209"> <selector> <fields>CampaignName</fields> <fields>AdgroupName</fields> <fields>Impressions</fields> <predicates> <field>Status</field> <operator>IN</operator> <values>ENABLED</values> <values>PAUSED</values> </predicates> </selector> <reportName>Custom Adgroup Performance Report</reportName> <reportType>ADGROUP_PERFORMANCE_REPORT</reportType> <dateRangeType>LAST_7_DAYS</dateRangeType> <downloadFormat>CSV</downloadFormat> </reportDefinition> Since my campaign has comma within the string like below: "Adroup,Campaign,Impressions, Premiun Beer, Beer, Chicago, 1000" where the adgroup is "premium beer" and campaign is "Beer,Chicago". that will cause an issue if we parse this information by using comma. Does anyone know how to solve this problem?

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  • bulk update/delete entities of different kind in db.run_in_transaction

    - by Ray Yun
    Here goes pseudo code of bulk update/delete entities of different kind in single transaction. Note that Album and Song entities have AlbumGroup as root entity. class AlbumGroup: pass class Album: group = db.ReferenceProperty(reference_class=AlbumGroup,collection_name="albums") class Song: album = db.ReferenceProperty(reference_class=Album,collection_name="songs") def bulk_update_album_group(album_group): updated = [album_group] deleted = [] for album in album_group.albums: updated.append(album) for song in album.songs: if song.is_updated: updated.append(song) if song.is_deleted: deleted.append(song) db.put(updated) db.delete(deleted) a = AlbumGroup.all().filter("...").get() # bulk update/delete album group. for simplicity, album cannot be deleted. db.run_in_transaction(bulk_update_album_group,a) But I met a famous "Only Ancestor Queries in Transactions" error at the iterating reference properties like album.songs or album_group.albums. I guess ancestor() filter does not help because those entities are modified in memory. Should I not to iterate reference property in transaction function and always provide them as function parameters like def bulk_update_album_group(updated,deleted): ??? Is there any good coding pattern for this situation?

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  • app engine's back referencing is too slow. How can I make it faster?

    - by Ray Yun
    Google app engine has smart feature named back references and I usually iterate them where the traditional SQL's computed column need to be used. Just imagine that need to accumulate specific force's total hp. class Force(db.Model): hp = db.IntegerProperty() class UnitGroup(db.Model): force = db.ReferenceProperty(reference_class=Force,collection_name="groups") hp = db.IntegerProperty() class Unit(db.Model): group = db.ReferenceProperty(reference_class=UnitGroup,collection_name="units") hp = db.IntegerProperty() When I code like following, it was horribly slow (almost 3s) with 20 forces with single group - single unit. (I guess back-referencing force reload sub entities. Am I right?) def get_hp(self): hp = 0 for group in self.groups: group_hp = 0 for unit in group.units: group_hp += unit.hp hp += group_hp return hp How can I optimize this code? Please consider that there are more properties should be computed for each force/unit-groups and I don't want to save these collective properties to each entities. :)

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  • Does this video card support sound?

    - by Macros
    Probably a rookie question but here goes...I am looking to buy a new video card for a few year old PC which will be used as a media centre. The card I am looking at is this one http://www.ebuyer.com/product/173708, with the main aim being to play blu-ray films. In the product description it states that the card has 7.1 audio channel support, does this mean it will play the sound from the blu-ray through the HDMI, or do I need a separate sound card?

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  • How can I have multiple navigation paths with Django, like a simplifies wizard path and a full path?

    - by Zeta
    Lets say I have an application with a structure such as: System set date set name set something Other set death ray target calibrate and I want to have "back" and "next" buttons on a page. The catch is, if you're going in via the "wizard", I want the nav path to be something like "set name" - "set death ray target" - "set name". If you go via the Advanced options menu, I want to just iterate options... "set date" - "set name" - "set something" - "set death ray target" - calibrate. So far, I'm thinking I have to use different URIs, but that's that. Any ideia how this could be done? Thanks.

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  • Atmospheric scattering sky from space artifacts

    - by ollipekka
    I am in the process of implementing atmospheric scattering of a planets from space. I have been using Sean O'Neil's shaders from http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter16.html as a starting point. I have pretty much the same problem related to fCameraAngle except with SkyFromSpace shader as opposed to GroundFromSpace shader as here: http://www.gamedev.net/topic/621187-sean-oneils-atmospheric-scattering/ I get strange artifacts with sky from space shader when not using fCameraAngle = 1 in the inner loop. What is the cause of these artifacts? The artifacts disappear when fCameraAngle is limtied to 1. I also seem to lack the hue that is present in O'Neil's sandbox (http://sponeil.net/downloads.htm) Camera position X=0, Y=0, Z=500. GroundFromSpace on the left, SkyFromSpace on the right. Camera position X=500, Y=500, Z=500. GroundFromSpace on the left, SkyFromSpace on the right. I've found that the camera angle seems to handled very differently depending the source: In the original shaders the camera angle in SkyFromSpaceShader is calculated as: float fCameraAngle = dot(v3Ray, v3SamplePoint) / fHeight; Whereas in ground from space shader the camera angle is calculated as: float fCameraAngle = dot(-v3Ray, v3Pos) / length(v3Pos); However, various sources online tinker with negating the ray. Why is this? Here is a C# Windows.Forms project that demonstrates the problem and that I've used to generate the images: https://github.com/ollipekka/AtmosphericScatteringTest/ Update: I have found out from the ScatterCPU project found on O'Neil's site that the camera ray is negated when the camera is above the point being shaded so that the scattering is calculated from point to the camera. Changing the ray direction indeed does remove artifacts, but introduces other problems as illustrated here: Furthermore, in the ScatterCPU project, O'Neil guards against situations where optical depth for light is less than zero: float fLightDepth = Scale(fLightAngle, fScaleDepth); if (fLightDepth < float.Epsilon) { continue; } As pointed out in the comments, along with these new artifacts this still leaves the question, what is wrong with the images where camera is positioned at 500, 500, 500? It feels like the halo is focused on completely wrong part of the planet. One would expect that the light would be closer to the spot where the sun should hits the planet, rather than where it changes from day to night. The github project has been updated to reflect changes in this update.

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  • Impact of variable-length loops on GPU shaders

    - by Will
    Its popular to render procedural content inside the GPU e.g. in the demoscene (drawing a single quad to fill the screen and letting the GPU compute the pixels). Ray marching is popular: This means the GPU is executing some unknown number of loop iterations per pixel (although you can have an upper bound like maxIterations). How does having a variable-length loop affect shader performance? Imagine the simple ray-marching psuedocode: t = 0.f; while(t < maxDist) { p = rayStart + rayDir * t; d = DistanceFunc(p); t += d; if(d < epsilon) { ... emit p return; } } How are the various mainstream GPU families (Nvidia, ATI, PowerVR, Mali, Intel, etc) affected? Vertex shaders, but particularly fragment shaders? How can it be optimised?

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  • OpenGL ES, orthopgraphics projection and viewport

    - by DarkDeny
    I want to make some simple 2D game on iOS to familiarize myself with OpenGL ES. I started with Ray Wenderlich tutorial (How To Create A Simple 2D iPhone Game with OpenGL ES 2.0 and GLKit). That tutorial is quite good, but I miss some parts of a puzzle. Ray creates orthographic projection using some magic numbers like 480 and 320. It is not clear to me why did he take these numbers, and as far as I can see - sprite is not mapped to the ipad simulator screen one-to-one pixel. I tried to play with parameters with which ortho matrix is created, but I cannot figure out what math is here. How can I calculate numbers (bottom, top, left, right, close, far) which will be parameters to orthographic projection matrix creation and have sprite on the screen shown in its original size?

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  • Figuring out what object is closer to a certain point?

    - by user1157885
    I'm trying to create fog of war, I have the visual effect created but I'm not sure how to deal with the hiding of other players if they're within the fog of war. So right now the thing I'm trying to do is if another player is hiding behind a wall then not to render that player. I was thinking of doing it by sending a ray in the direction of all the players, and then creating a list of all the obstacles that ray collides with and then trying to figure out if an obstacle was closer than the player in order to predict the distance. But then I realized I'm not really sure how to figure out if the obstacle is infact closer or not because I have to account for all the dimensions, so I'm kind of stuck. First of all is this approach the correct way to go about it and secondly how would I calculate if the obstacle was infact closer taking into account the X Y and Z. Thanks

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  • How to find 2D grid cells swept by a moving circle?

    - by Nevermind
    I'm making a game based on a 2D grid, with some cells passable and some not. Dynamic objects can move continuously, independent of the grid, but need to collide with impassable cells. I wrote an algorithm to trace a ray against the grid, that gives me all cells that ray intersects. However, actual object are not point-sized; I'm currently representing them as circles. But I can't figure out an effective algorithm to trace a moving circle. Here's a picture of what I need: The numbers show in what order the circle collides with grid cells. Does anybody know the algorithm to find these collisions? Preferably in C#. Update The circle can be bigger than a single grid cell.

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  • Optimum Number of Parallel Processes

    - by System Down
    I just finished coding a (basic) ray tracer in C# for fun and for the learning experience. Now I want to further that learning experience. It seems to me that ray tracing is a prime candidate for parallel processing, which is something I have very little experience in. My question is this: how do I know the optimum number of concurrent processes to run? My first instinct tells me: it depends on how many cores my processor has, but like I said I'm new to this and I may be neglecting something.

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  • Translating multiple objects in GUI based on average position?

    - by user1423893
    I use this method to move a single object in 3D space, it accounts for a local offset based on where the cursor ray hits the widget and the center of the widget. var cursorRay = cursor.Ray; Vector3 goalPosition = translationWidget.GoalPosition; Vector3 position = cursorRay.Origin + cursorRay.Direction * grabDistance; // Constrain object movement based on selected axis switch (translationWidget.AxisSelected) { case AxisSelected.All: goalPosition = position; break; case AxisSelected.None: break; case AxisSelected.X: goalPosition.X = position.X; break; case AxisSelected.Y: goalPosition.Y = position.Y; break; case AxisSelected.Z: goalPosition.Z = position.Z; break; } translationWidget.GoalPosition = goalPosition; Vector3 p = goalPosition - translationWidget.LocalOffset; objectSelected.Position = p; I would like to move multiple objects based on the same principle and using a widget which is located at the average position of all the objects currently selected. I thought that I would have to translate each object based on their offset from the average point and then include the local offset. var cursorRay = cursor.Ray; Vector3 goalPosition = translationWidget.GoalPosition; Vector3 position = cursorRay.Origin + cursorRay.Direction * grabDistance; // Constrain object movement based on selected axis switch (translationWidget.AxisSelected) { case AxisSelected.All: goalPosition = position; break; case AxisSelected.None: break; case AxisSelected.X: goalPosition.X = position.X; break; case AxisSelected.Y: goalPosition.Y = position.Y; break; case AxisSelected.Z: goalPosition.Z = position.Z; break; } translationWidget.GoalPosition = goalPosition; Vector3 p = goalPosition - translationWidget.LocalOffset; int numSelectedObjects = objectSelectedList.Count; for (int i = 0; i < numSelectedObjects; ++i) { objectSelectedList[i].Position = (objectSelectedList[i].Position - translationWidget.Position) + p; } This doesn't work as the object starts shaking, which I think is because I haven't accounted for the new offset correctly. Where have I gone wrong?

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  • ifcfg-eth* on CentOS 6.x, but for IPv6 only?

    - by Ray Hoffman
    Could someone kindly provide a skeleton ifcfg-eth0:[X] for creating an alias with a IPv6 address and no IPv4 address? Or, alternatively, what's the IPv6 equivalent of this: in /etc/sysconfig/network-scripts/ifcfg-eth0:1 DEVICE=eth0:1 ONBOOT=yes BOOTPROTO=static IPADDR=42.69.66.66 NETMASK=255.255.255.0 Or does this not even make sense in IPv6 space? I know that I can use, for example: IPV6INIT=yes IPV6ADDR=2600:4200::6900:6666:dead:beef But then do I need to specify that there is no IPv4 address associated with this alias? If so, how? And do I need to also specify the IPV6_DEFAULTGW? Or can it piggyback on the eth0 (unaliased) gateway, which is specifed, like with IPv4 aliases? EDIT: Answered my own question! The easiest way to accomplish this seems to be not to create an alias as with IPV4, but to specify, for example, IPV6ADDR_SECONDARIES=2600:4200::6900:6666:dead:beef on the script for the base interface, e.g. ifcfg-eth0.

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  • Looking to use .htaccess to create SEO friendly URLs

    - by Ray
    For SEO purposes, I need someone to modify my .htaccess file. Here's what I need to do: current URL: http://www.abc.com/index.php?page=show_type&ord=1 to new URL: http://www.abc.com/amazing Please note that that if someone types in http://www.abc.com/amazing, they must be served content from the current URL, but the new URL must stay in the address bar. I tried this and it didn't seem to work RewriteEngine On RewriteRule ^/?amazing/([^/]+)/([^/]+)/([^/]+)/([^/]+)/([^/]+)/ /index.php?page=show_type&ord=1

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