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  • Given a start and end point, how can I constrain the end point so the resulting line segment is horizontal, vertical, or 45 degrees?

    - by GloryFish
    I have a grid of letters. The player clicks on a letter and drags out a selection. Using Bresenham's Algorithm I can create a line of highlighted letters representing the player's selection. However, what I really want is to have the line segment be constrained to 45 degree angles (as is common for crossword-style games). So, given a start point and an end point, how can I find the line that passes through the start point and is closest to the end point? Bonus: To make things super sweet I'd like to get a list of points in the grid that the line passes through, and for super MEGA bonus points, I'd like to get them in order of selection (i.e. from start point to end point).

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  • How can I simulate a rigid body bounced from a wall in 3D world?

    - by HyperGroups
    How can I simulate a rigid sword bounced from a wall and hit the ground (like in physical world)? I want to use this for a simple animation. I can detect the figure and the size of the sword (maybe needed in doing bounce). Rotation can be controlled by quaternions/matrix/euler angles. It should turn the head and do rotations and fly to the ground. How can I simulate this physical process? Maybe what I need is an equation and some parameters? I need these data, and would combine them into my movie file, I use Mathematica to do the thing that generate the movie file(If I have the data, I can also export it into a 3DSMax script for example).

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  • Part-time work as a beginner programmer [on hold]

    - by Valentas
    I wrote to one company near my university (starting in September) and they responded that they will probably hire me from the work I have already done (some projects and Euler problems solving). It's for 15 hours/week or so in order to not fall behind uni work. They require Python, SQL, XML and a good idea about how the Web works. The job role involves acquiring data from the Web and supplying it as search results for flight seekers (people). I am eager to learn but still, what can I do to become prepared for this? I ask because I tend to gravitate from one technology to the other, trying out things but never mastering it properly. What Web technologies are involved in such a job role? I have two months and want to learn as much as possible because there is much info but I have no idea where to start.

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  • How to Point sprite's direction towards Mouse or an Object [duplicate]

    - by Irfan Dahir
    This question already has an answer here: Rotating To Face a Point 1 answer I need some help with rotating sprites towards the mouse. I'm currently using the library allegro 5.XX. The rotation of the sprite works but it's constantly inaccurate. It's always a few angles off from the mouse to the left. Can anyone please help me with this? Thank you. P.S I got help with the rotating function from here: http://www.gamefromscratch.com/post/2012/11/18/GameDev-math-recipes-Rotating-to-face-a-point.aspx Although it's by javascript, the maths function is the same. And also, by placing: if(angle < 0) { angle = 360 - (-angle); } doesn't fix it. The Code: #include <allegro5\allegro.h> #include <allegro5\allegro_image.h> #include "math.h" int main(void) { int width = 640; int height = 480; bool exit = false; int shipW = 0; int shipH = 0; ALLEGRO_DISPLAY *display = NULL; ALLEGRO_EVENT_QUEUE *event_queue = NULL; ALLEGRO_BITMAP *ship = NULL; if(!al_init()) return -1; display = al_create_display(width, height); if(!display) return -1; al_install_keyboard(); al_install_mouse(); al_init_image_addon(); al_set_new_bitmap_flags(ALLEGRO_MIN_LINEAR | ALLEGRO_MAG_LINEAR); //smoother rotate ship = al_load_bitmap("ship.bmp"); shipH = al_get_bitmap_height(ship); shipW = al_get_bitmap_width(ship); int shipx = width/2 - shipW/2; int shipy = height/2 - shipH/2; int mx = width/2; int my = height/2; al_set_mouse_xy(display, mx, my); event_queue = al_create_event_queue(); al_register_event_source(event_queue, al_get_mouse_event_source()); al_register_event_source(event_queue, al_get_keyboard_event_source()); //al_hide_mouse_cursor(display); float angle; while(!exit) { ALLEGRO_EVENT ev; al_wait_for_event(event_queue, &ev); if(ev.type == ALLEGRO_EVENT_KEY_UP) { switch(ev.keyboard.keycode) { case ALLEGRO_KEY_ESCAPE: exit = true; break; /*case ALLEGRO_KEY_LEFT: degree -= 10; break; case ALLEGRO_KEY_RIGHT: degree += 10; break;*/ case ALLEGRO_KEY_W: shipy -=10; break; case ALLEGRO_KEY_S: shipy +=10; break; case ALLEGRO_KEY_A: shipx -=10; break; case ALLEGRO_KEY_D: shipx += 10; break; } }else if(ev.type == ALLEGRO_EVENT_MOUSE_AXES) { mx = ev.mouse.x; my = ev.mouse.y; angle = atan2(my - shipy, mx - shipx); } // al_draw_bitmap(ship,shipx, shipy, 0); //al_draw_rotated_bitmap(ship, shipW/2, shipH/2, shipx, shipy, degree * 3.142/180,0); al_draw_rotated_bitmap(ship, shipW/2, shipH/2, shipx, shipy,angle, 0); //I directly placed the angle because the allegro library calculates radians, and if i multiplied it by 180/3. 142 the rotation would go hawire, not would, it actually did. al_flip_display(); al_clear_to_color(al_map_rgb(0,0,0)); } al_destroy_bitmap(ship); al_destroy_event_queue(event_queue); al_destroy_display(display); return 0; } EDIT: This was marked duplicate by a moderator. I'd like to say that this isn't the same as that. I'm a total beginner at game programming, I had a view at that other topic and I had difficulty understanding it. Please understand this, thank you. :/ Also, while I was making a print of what the angle is I got this... Here is a screenshot:http://img34.imageshack.us/img34/7396/fzuq.jpg Which is weird because aren't angles supposed to be 360 degrees only?

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  • FPS camera specification

    - by user1095108
    I remember I once composed a FPS viewing transformation, as a composition of 3 rotations, each with an angle as a parameter. The first angle specified the left/right rotation around the y-axis, the second angle the up/down rotation around the x-axis, and the third around the z-axis. The viewing transformation was therefore specified by 3 angles. Naturally, this transformation had a gimbal lock, depending in what order the transformation were performed. What should I look at to derive my viewing transformation without the gimbal lock? I know the "lookAt" method already, but I consider that cumbersome. EDIT: MY first guess is to do the first 2 transformations to get a viewing direction and then the axis-angle rotation on this axis.

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  • Specifying force and angle in ApplyImpulse in box2d

    - by Deepak Mahalingam
    I need to apply an impulse on a object with a particular force and at a particular angle in Box2d. If I am right the syntax would be the following: body.GetBody().ApplyImpulse(new b2Vec2(direction, power),body.GetBody().GetWorldCenter()); The problem is my direction is in angles. I found a discussion where it was said that the way we can convert an angle into a vector would be as: new b2Vec2(Math.cos(angle*Math.PI/180),Math.sin(angle*Math.PI/180)); Now I am not sure how to combine these two. In other words, if I wish to apply a force of 30 units at an angle of 30 degrees at the center of the object, how should I do it?

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  • Bridging the gap between learning language fundamentals and actually making useful software?

    - by Anonymous -
    I'm learning C# via the "Essential C#" Lynda.com video tutorials and plan to read a couple of books that cover things in more depth afterwards. My question is where I should head to learn more after that? I've done things like project Euler in the past, but I find they don't really help me learn anything other than basic program control flow and features. I've looked at many open-source projects but pretty much everything still looks overwhelmingly complicated at this stage. What would you recommend I look at to help me build useful applications that are a bit beyond the millions of console applications I must've written thus-far? Should I be looking at books specifically on learning/working with the .NET framework, or just biting my lip and continue working through open source projects until they start to make sense?

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  • Improving python code

    - by cobie
    I just answered the question on project euler about finding circular primes below 1 million using python. My solution is below. I was able to reduce the running time of the solution from 9 seconds to about 3 seconds. I would like to see what else can be done to the code to reduce its running time further. This is strictly for educational purposes and for fun. import math import time def getPrimes(n): """returns set of all primes below n""" non_primes = [j for j in range(4, n, 2)] # 2 covers all even numbers for i in range(3, n, 2): non_primes.extend([j for j in range(i*2, n, i)]) return set([i for i in range(2, n)]) - set(non_primes) def getCircularPrimes(n): primes = getPrimes(n) is_circ = [] for prime in primes: prime_str = str(prime) iter_count = len(prime_str) - 1 rotated_num = [] while iter_count > 0: prime_str = prime_str[1:] + prime_str[:1] rotated_num.append(int(prime_str)) iter_count -= 1 if primes >= set(rotated_num): is_circ.append(prime) return len(is_circ)

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  • La RC de Internet Explorer 9 disponible pour la clôture des TechDays 2011, téléchargez-là et faîtes nous part de vos avis

    La RC de IE9 est disponible Avec Do Not Track, le support de WebM et met encore plus l'accent sur la sécurité Microsoft vient d'annoncer l'arrivée de la Release Candidate de IE9. Une nouvelle qui clôt en beauté les TechDays 2011, son salon dédiée cette année au Cloud Computing. Avec cette nouvelle étape, Internet Explorer 9 intègre toutes ses fonctionnalités finales. Il ne reste plus à l'équipe du projet qu'à corriger les bogues et les dernières imperfections avant la sortie officielle. Cette RC bénéficie d'un très léger toilettage de l'UI avec des onglets carrés (et non plus aux angles arrondies) qui peuvent à présent être placés en dessous d...

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  • Where can you find fun/educational programming challenges?

    - by tj9991
    I've searched around for different challenge sites, and most of them seem to be geared towards difficulty in problem solving logically, rather than trying to use your language of choice to do something you haven't used it for. Their center is around mathematics rather than function design. Some kind of point system for correctly solving challenges, or solving them the most efficient/smallest would be neat as well. Listed sites Project Euler TopCoder UVa Online Judge Challenges with Python Google Code Jam Programming Challenges Less Than Dot ACM's Programing Contest archive USACO problems ITA Software's puzzle page Refactor My Code Ruby Quiz

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  • cgaffinetransformrotate jagged edges

    - by Raj
    I am trying to apply cgaffinetransformrotate transform to uiimageview. However the image edges seems to be jaded. Is there any workaround this problem. If I apply rotate angle to 90% than I don't see these jaded edges. I need to apply smaller angles, this is where I see the problem Thanks,

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  • iPhone GLGravity example using quaternions

    - by Alexander Botov
    Hello, GLGravity iPhone example showing how to use accelerometer and OpenGL suffers from Gimbal Lock problem. I'm wondering is there any code available using quaternion rotation instead of Euler angles? Any help will be greatly appreciated, I'm struggling with this from a long time without having a success ...

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  • How to change the coordinate origin in Flash's stage with Actionscript?

    - by Petruza
    I think I did this before but can't find the code. Flash as many other graphical frameworks use the top-left corner as the coordinate origin (0,0) because it's how the underlying memory model is by convention. But it would be really simpler for my calculations if the origin was in the center of the stage, because all the game revolves around the center and uses a lot of trigonometry, angles, etc. Is there some built-in method like Stage::setOrigin( uint, uint ); or something like that?

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  • Find location using only distance and range?

    - by pinnacler
    Triangulation works by checking your angle to three KNOWN targets. "I know the that's the Lighthouse of Alexandria, it's located here (X,Y) on a map, and it's to my right at 90 degrees." Repeat 2 more times for different targets and angles. Trilateration works by checking your distance from three KNOWN targets. "I know the that's the Lighthouse of Alexandria, it's located here (X,Y) on a map, and I'm 100 meters away from that." Repeat 2 more times for different targets and ranges. But both of those methods rely on knowing WHAT you're looking at. Say you're in a forest and you can't differentiate between trees, but you know where key trees are. These trees have been hand picked as "landmarks." You have a robot moving through that forest slowly. Do you know of any ways to determine location based solely off of angle and range, exploiting geometry between landmarks? Note, you will see other trees as well, so you won't know which trees are key trees. Ignore the fact that a target may be occluded. Our pre-algorithm takes care of that. 1) If this exists, what's it called? I can't find anything. 2) What do you think the odds are of having two identical location 'hits?' I imagine it's fairly rare. 3) If there are two identical location 'hits,' how can I determine my exact location after I move the robot next. (I assume the chances of having 2 occurrences of EXACT angles in a row, after I reposition the robot, would be statistically impossible, barring a forest growing in rows like corn). Would I just calculate the position again and hope for the best? Or would I somehow incorporate my previous position estimate into my next guess? If this exists, I'd like to read about it, and if not, develop it as a side project. I just don't have time to reinvent the wheel right now, nor have the time to implement this from scratch. So if it doesn't exist, I'll have to figure out another way to localize the robot since that's not the aim of this research, if it does, lets hope it's semi-easy.

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  • Find location using only distance and bearing?

    - by pinnacler
    Triangulation works by checking your angle to three KNOWN targets. "I know the that's the Lighthouse of Alexandria, it's located here (X,Y) on a map, and it's to my right at 90 degrees." Repeat 2 more times for different targets and angles. Trilateration works by checking your distance from three KNOWN targets. "I know the that's the Lighthouse of Alexandria, it's located here (X,Y) on a map, and I'm 100 meters away from that." Repeat 2 more times for different targets and ranges. But both of those methods rely on knowing WHAT you're looking at. Say you're in a forest and you can't differentiate between trees, but you know where key trees are. These trees have been hand picked as "landmarks." You have a robot moving through that forest slowly. Do you know of any ways to determine location based solely off of angle and range, exploiting geometry between landmarks? Note, you will see other trees as well, so you won't know which trees are key trees. Ignore the fact that a target may be occluded. Our pre-algorithm takes care of that. 1) If this exists, what's it called? I can't find anything. 2) What do you think the odds are of having two identical location 'hits?' I imagine it's fairly rare. 3) If there are two identical location 'hits,' how can I determine my exact location after I move the robot next. (I assume the chances of having 2 occurrences of EXACT angles in a row, after I reposition the robot, would be statistically impossible, barring a forest growing in rows like corn). Would I just calculate the position again and hope for the best? Or would I somehow incorporate my previous position estimate into my next guess? If this exists, I'd like to read about it, and if not, develop it as a side project. I just don't have time to reinvent the wheel right now, nor have the time to implement this from scratch. So if it doesn't exist, I'll have to figure out another way to localize the robot since that's not the aim of this research, if it does, lets hope it's semi-easy.

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  • Go - Using a container/heap to implement a priority queue

    - by Seth Hoenig
    In the big picture, I'm trying to implement Dijkstra's algorithm using a priority queue. According to members of golang-nuts, the idiomatic way to do this in Go is to use the heap interface with a custom underlying data structure. So I have created Node.go and PQueue.go like so: //Node.go package pqueue type Node struct { row int col int myVal int sumVal int } func (n *Node) Init(r, c, mv, sv int) { n.row = r n.col = c n.myVal = mv n.sumVal = sv } func (n *Node) Equals(o *Node) bool { return n.row == o.row && n.col == o.col } And PQueue.go: // PQueue.go package pqueue import "container/vector" import "container/heap" type PQueue struct { data vector.Vector size int } func (pq *PQueue) Init() { heap.Init(pq) } func (pq *PQueue) IsEmpty() bool { return pq.size == 0 } func (pq *PQueue) Push(i interface{}) { heap.Push(pq, i) pq.size++ } func (pq *PQueue) Pop() interface{} { pq.size-- return heap.Pop(pq) } func (pq *PQueue) Len() int { return pq.size } func (pq *PQueue) Less(i, j int) bool { I := pq.data.At(i).(Node) J := pq.data.At(j).(Node) return (I.sumVal + I.myVal) < (J.sumVal + J.myVal) } func (pq *PQueue) Swap(i, j int) { temp := pq.data.At(i).(Node) pq.data.Set(i, pq.data.At(j).(Node)) pq.data.Set(j, temp) } And main.go: (the action is in SolveMatrix) // Euler 81 package main import "fmt" import "io/ioutil" import "strings" import "strconv" import "./pqueue" const MATSIZE = 5 const MATNAME = "matrix_small.txt" func main() { var matrix [MATSIZE][MATSIZE]int contents, err := ioutil.ReadFile(MATNAME) if err != nil { panic("FILE IO ERROR!") } inFileStr := string(contents) byrows := strings.Split(inFileStr, "\n", -1) for row := 0; row < MATSIZE; row++ { byrows[row] = (byrows[row])[0 : len(byrows[row])-1] bycols := strings.Split(byrows[row], ",", -1) for col := 0; col < MATSIZE; col++ { matrix[row][col], _ = strconv.Atoi(bycols[col]) } } PrintMatrix(matrix) sum, len := SolveMatrix(matrix) fmt.Printf("len: %d, sum: %d\n", len, sum) } func PrintMatrix(mat [MATSIZE][MATSIZE]int) { for r := 0; r < MATSIZE; r++ { for c := 0; c < MATSIZE; c++ { fmt.Printf("%d ", mat[r][c]) } fmt.Print("\n") } } func SolveMatrix(mat [MATSIZE][MATSIZE]int) (int, int) { var PQ pqueue.PQueue var firstNode pqueue.Node var endNode pqueue.Node msm1 := MATSIZE - 1 firstNode.Init(0, 0, mat[0][0], 0) endNode.Init(msm1, msm1, mat[msm1][msm1], 0) if PQ.IsEmpty() { // make compiler stfu about unused variable fmt.Print("empty") } PQ.Push(firstNode) // problem return 0, 0 } The problem is, upon compiling i get the error message: [~/Code/Euler/81] $ make 6g -o pqueue.6 Node.go PQueue.go 6g main.go main.go:58: implicit assignment of unexported field 'row' of pqueue.Node in function argument make: *** [all] Error 1 And commenting out the line PQ.Push(firstNode) does satisfy the compiler. But I don't understand why I'm getting the error message in the first place. Push doesn't modify the argument in any way.

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  • How to create beautiful Screencasts for your web apps?

    - by Abs
    Hello all, I am trying to create a screen cast for my new web app. I have just come across a great example of a screencast and I am wondering what is used to do this: Click on the video to play on this page. I am impressed with the animation when the mouse is clicked and zooming into images from different angles. Is this done with Actionscript or is there software that will make my life easier to do this? Thanks all for any help

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  • handling large number

    - by klw
    Hello, this is actually an problem question from project euler site http://projecteuler.net/index.php?section=problems&id=3 Anyway I'm not out after the solution, but I probably guess you will know what my approach is. To my question now, how do I handle numbers exceeding unsigned int? Is there a mathematical approach for this, if so where can I read about it?

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  • Fighting Spam - What can I do as an: Email Administrator, Domain Owner, or User?

    - by Chris S
    This is a Canonical Question about Fighting Spam. Also related: How to stop people from using my domain to send spam? There are so many techniques and so much to know about fighting SPAM. What widely used techniques and technologies are available to Administrator, Domain Owners, and End Users to help keep the junk out of our inboxes? We're looking for an answer that covers different tech from various angles. The accepted answer should include a variety of technologies (eg SPF/SenderID, DomainKeys/DKIM, Graylisting, DNS RBLs, Reputation Services, Filtering Software [SpamAssassin, etc]); best practices (eg mail on Port 25 should never be allowed to relay, Port 587 should be used; etc), terminology (eg, Open Relay, Backscatter, MSA/MTA/MUA, Spam/Ham), and possibly other techniques.

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  • Has anyone tried the "Secret LCD Monitor" hack? [closed]

    - by cornjuliox
    I'm genuinely curious to know, has anyone tried this hack? I can get LCD monitors for cheap at a place near where I live, and I'd like to try it myself, but I'd like to get more info on it before I do so to increase my chances of success. I'm looking for more info on the entire process, especially about any solvents I can use should I run into any glue problems. Questions for anyone that HAS tried it: Does it actually work, or is this some gag? If it works, is there any decrease in image quality or viewing angles? Since the polarization filters are essentially stuck to glasses, does that mean you're going to have to sit directly in front of the monitor at all times, and any shift in your position means that you won't be able to see the image? Does it improve/worsen ghosting or other LCD artifacts? Are there any problems with eye strain?

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  • Bookbindng Samples

    - by Tim Dexter
    I have finally found a home for the bookbinding samples I have put together in support of my white paper on Bookbinding. OTN has a great newish sample code site where you can create code samples to share with the community. In their own words: Welcome to the Oracle Sample Code public repository, where Oracle Technology Network members collaboratively build and share sample applications, code snippets, skins and templates, and more. Note the word 'templates' I read that as an open invitation to share your latest and greatest! If you have template samples or code snippets that you think would benefit the wider BIP community please create new code samples and let me know the link and I'll ensure they get promotion through the blog. https://www.samplecode.oracle.com/ You just need an OTN account to get started. I'll be pushing some more samples and snippets in the near future, its a great centrally managed repository. Finally, Oracle has somewhere to get code and files hosted. The two samples I have created cover the book bindng function from a couple of angles: S523: Oracle BI Publisher Bookbinding Examples - this walks you through a series of examples that show you how to create the bookbinding control files to generate the final bound document. S522: Oracle BI Publisher Bookbinding Demonstration - this is a sample J2EE application that demonstrates how to create an HTML/servlet combination to allow users to make sub document selections and then the document features e.g. TOC, page numbering, cross links, etc you would like added to the final document I'd be very interested in any feedback. Happy Binding!

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  • Fibonacci numbers in F#

    - by BobPalmer
    As you may have gathered from some of my previous posts, I've been spending some quality time at Project Euler.  Normally I do my solutions in C#, but since I have also started learning F#, it only made sense to switch over to F# to get my math coding fix. This week's post is just a small snippet - spefically, a simple function to return a fibonacci number given it's place in the sequence.  One popular example uses recursion: let rec fib n = if n < 2 then 1 else fib (n-2) + fib(n-1) While this is certainly elegant, the recursion is absolutely brutal on performance.  So I decided to spend a little time, and find an option that achieved the same functionality, but used a recursive function.  And since this is F#, I wanted to make sure I did it without the use of any mutable variables. Here's the solution I came up with: let rec fib n1 n2 c =    if c = 1 then        n2    else        fib n2 (n1+n2) (c-1);;let GetFib num =    (fib 1 1 num);;printfn "%A" (GetFib 1000);; Essentially, this function works through the sequence moving forward, passing the two most recent numbers and a counter to the recursive calls until it has achieved the desired number of iterations.  At that point, it returns the latest fibonacci number. Enjoy!

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