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  • Silverlight 5 &ndash; What&rsquo;s New? (Including Screenshots &amp; Code Snippets)

    - by mbcrump
    Silverlight 5 is coming next year (2011) and this blog post will tell you what you need to know before the beta ships. First, let me address people saying that it is dead after PDC 2010. I believe that it’s best to see what the market is doing, not the vendor. Below is a list of companies that are developing Silverlight 4 applications shown during the Silverlight Firestarter. Some of the companies have shipped and some haven’t. It’s just great to see the actual company names that are working on Silverlight instead of “people are developing for Silverlight”. The next thing that I wanted to point out was that HTML5, WPF and Silverlight can co-exist. In case you missed Scott Gutherie’s keynote, they actually had a slide with all three stacked together. This shows Microsoft will be heavily investing in each technology.  Even I, a Silverlight developer, am reading Pro HTML5. Microsoft said that according to the Silverlight Feature Voting site, 21k votes were entered. Microsoft has implemented about 70% of these votes in Silverlight 5. That is an amazing number, and I am crossing my fingers that Microsoft bundles Silverlight with Windows 8. Let’s get started… what’s new in Silverlight 5? I am going to show you some great application and actual code shown during the Firestarter event. Media Hardware Video Decode – Instead of using CPU to decode, we will offload it to GPU. This will allow netbooks, etc to play videos. Trickplay – Variable Speed Playback – Pitch Correction (If you speed up someone talking they won’t sound like a chipmunk). Power Management – Less battery when playing video. Screensavers will no longer kick in if watching a video. If you pause a video then screensaver will kick in. Remote Control Support – This will allow users to control playback functions like Pause, Rewind and Fastforward. IIS Media Services 4 has shipped and now supports Azure. Data Binding Layout Transitions – Just with a few lines of XAML you can create a really rich experience that is not using Storyboards or animations. RelativeSource FindAncestor – Ancestor RelativeSource bindings make it much easier for a DataTemplate to bind to a property on a container control. Custom Markup Extensions – Markup extensions allow code to be run at XAML parse time for both properties and event handlers. This is great for MVVM support. Changing Styles during Runtime By Binding in Style Setters – Changing Styles at runtime used to be a real pain in Silverlight 4, now it’s much easier. Binding in style setters allows bindings to reference other properties. XAML Debugging – Below you can see that we set a breakpoint in XAML. This shows us exactly what is going on with our binding.  WCF & RIA Services WS-Trust Support – Taken from Wikipedia: WS-Trust is a WS-* specification and OASIS standard that provides extensions to WS-Security, specifically dealing with the issuing, renewing, and validating of security tokens, as well as with ways to establish, assess the presence of, and broker trust relationships between participants in a secure message exchange. You can reduce network latency by using a background thread for networking. Supports Azure now.  Text and Printing Improved text clarity that enables better text rendering. Multi-column text flow, Character tracking and leading support, and full OpenType font support.  Includes a new Postscript Vector Printing API that provides control over what you print . Pivot functionality baked into Silverlight 5 SDK. Graphics Immediate mode graphics support that will enable you to use the GPU and 3D graphics supports. Take a look at what was shown in the demos below. 1) 3D view of the Earth – not really a real-world application though. A doctor’s portal. This demo really stood out for me as it shows what we can do with the 3D / GPU support. Out of Browser OOB applications can now create and manage childwindows as shown in the screenshot below.  Trusted OOB applications can use P/Invoke to call Win32 APIs and unmanaged libraries.  Enterprise Group Policy Support allow enterprises to lock down or up the sandbox capabilities of Silverlight 5 applications. In this demo, he tore the “notes” off of the application and it appeared in a new window. See the black arrow below. In this demo, he connected a USB Device which fired off a local Win32 application that provided the data off the USB stick to Silverlight. Another demo of a Silverlight 5 application exporting data right into Excel running inside of browser. Testing They demoed Coded UI, which is available now in the Visual Studio Feature Pack 2. This will allow you to create automated testing without writing any code manually. Performance: Microsoft has worked to improve the Silverlight startup time. Silverlight 5 provides 64-bit browser support.  Silverlight 5 also provides IE9 Hardware acceleration.   I am looking forward to Silverlight 5 and I hope you are too. Thanks for reading and I hope you visit again soon.  Subscribe to my feed CodeProject

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  • GLSL Atmospheric Scattering Issue

    - by mtf1200
    I am attempting to use Sean O'Neil's shaders to accomplish atmospheric scattering. For now I am just using SkyFromSpace and GroundFromSpace. The atmosphere works fine but the planet itself is just a giant dark sphere with a white blotch that follows the camera. I think the problem might rest in the "v3Attenuation" variable as when this is removed the sphere is show (albeit without scattering). Here is the vertex shader. Thanks for the time! uniform mat4 g_WorldViewProjectionMatrix; uniform mat4 g_WorldMatrix; uniform vec3 m_v3CameraPos; // The camera's current position uniform vec3 m_v3LightPos; // The direction vector to the light source uniform vec3 m_v3InvWavelength; // 1 / pow(wavelength, 4) for the red, green, and blue channels uniform float m_fCameraHeight; // The camera's current height uniform float m_fCameraHeight2; // fCameraHeight^2 uniform float m_fOuterRadius; // The outer (atmosphere) radius uniform float m_fOuterRadius2; // fOuterRadius^2 uniform float m_fInnerRadius; // The inner (planetary) radius uniform float m_fInnerRadius2; // fInnerRadius^2 uniform float m_fKrESun; // Kr * ESun uniform float m_fKmESun; // Km * ESun uniform float m_fKr4PI; // Kr * 4 * PI uniform float m_fKm4PI; // Km * 4 * PI uniform float m_fScale; // 1 / (fOuterRadius - fInnerRadius) uniform float m_fScaleDepth; // The scale depth (i.e. the altitude at which the atmosphere's average density is found) uniform float m_fScaleOverScaleDepth; // fScale / fScaleDepth attribute vec4 inPosition; vec3 v3ELightPos = vec3(g_WorldMatrix * vec4(m_v3LightPos, 1.0)); vec3 v3ECameraPos= vec3(g_WorldMatrix * vec4(m_v3CameraPos, 1.0)); const int nSamples = 2; const float fSamples = 2.0; varying vec4 color; float scale(float fCos) { float x = 1.0 - fCos; return m_fScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25)))); } void main(void) { gl_Position = g_WorldViewProjectionMatrix * inPosition; // Get the ray from the camera to the vertex and its length (which is the far point of the ray passing through the atmosphere) vec3 v3Pos = vec3(g_WorldMatrix * inPosition); vec3 v3Ray = v3Pos - v3ECameraPos; float fFar = length(v3Ray); v3Ray /= fFar; // Calculate the closest intersection of the ray with the outer atmosphere (which is the near point of the ray passing through the atmosphere) float B = 2.0 * dot(m_v3CameraPos, v3Ray); float C = m_fCameraHeight2 - m_fOuterRadius2; float fDet = max(0.0, B*B - 4.0 * C); float fNear = 0.5 * (-B - sqrt(fDet)); // Calculate the ray's starting position, then calculate its scattering offset vec3 v3Start = m_v3CameraPos + v3Ray * fNear; fFar -= fNear; float fDepth = exp((m_fInnerRadius - m_fOuterRadius) / m_fScaleDepth); float fCameraAngle = dot(-v3Ray, v3Pos) / fFar; float fLightAngle = dot(v3ELightPos, v3Pos) / fFar; float fCameraScale = scale(fCameraAngle); float fLightScale = scale(fLightAngle); float fCameraOffset = fDepth*fCameraScale; float fTemp = (fLightScale + fCameraScale); // Initialize the scattering loop variables float fSampleLength = fFar / fSamples; float fScaledLength = fSampleLength * m_fScale; vec3 v3SampleRay = v3Ray * fSampleLength; vec3 v3SamplePoint = v3Start + v3SampleRay * 0.5; // Now loop through the sample rays vec3 v3FrontColor = vec3(0.0, 0.0, 0.0); vec3 v3Attenuate; for(int i=0; i<nSamples; i++) { float fHeight = length(v3SamplePoint); float fDepth = exp(m_fScaleOverScaleDepth * (m_fInnerRadius - fHeight)); float fScatter = fDepth*fTemp - fCameraOffset; v3Attenuate = exp(-fScatter * (m_v3InvWavelength * m_fKr4PI + m_fKm4PI)); v3FrontColor += v3Attenuate * (fDepth * fScaledLength); v3SamplePoint += v3SampleRay; } vec3 first = v3FrontColor * (m_v3InvWavelength * m_fKrESun + m_fKmESun); vec3 secondary = v3Attenuate; color = vec4((first + vec3(0.25,0.25,0.25) * secondary), 1.0); // ^^ that color is passed to the frag shader and is used as the gl_FragColor } Here is also an image of the problem image

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  • concurrency::accelerator

    - by Daniel Moth
    Overview An accelerator represents a "target" on which C++ AMP code can execute and where data can reside. Typically (but not necessarily) an accelerator is a GPU device. Accelerators are represented in C++ AMP as objects of the accelerator class. For many scenarios, you do not need to obtain an accelerator object, since the runtime has a notion of a default accelerator, which is what it thinks is the best one in the system. Examples where you need to deal with accelerator objects are if you need to pick your own accelerator (based on your specific criteria), or if you need to use more than one accelerators from your app. Construction and operator usage You can query and obtain a std::vector of all the accelerators on your system, which the runtime discovers on startup. Beyond enumerating accelerators, you can also create one directly by passing to the constructor a system-wide unique path to a device if you know it (i.e. the “Device Instance Path” property for the device in Device Manager), e.g. accelerator acc(L"PCI\\VEN_1002&DEV_6898&SUBSYS_0B001002etc"); There are some predefined strings (for predefined accelerators) that you can pass to the accelerator constructor (and there are corresponding constants for those on the accelerator class itself, so you don’t have to hardcode them every time). Examples are the following: accelerator::default_accelerator represents the default accelerator that the C++ AMP runtime picks for you if you don’t pick one (the heuristics of how it picks one will be covered in a future post). Example: accelerator acc; accelerator::direct3d_ref represents the reference rasterizer emulator that simulates a direct3d device on the CPU (in a very slow manner). This emulator is available on systems with Visual Studio installed and is useful for debugging. More on debugging in general in future posts. Example: accelerator acc(accelerator::direct3d_ref); accelerator::direct3d_warp represents a target that I will cover in future blog posts. Example: accelerator acc(accelerator::direct3d_warp); accelerator::cpu_accelerator represents the CPU. In this first release the only use of this accelerator is for using the staging arrays technique that I'll cover separately. Example: accelerator acc(accelerator::cpu_accelerator); You can also create an accelerator by shallow copying another accelerator instance (via the corresponding constructor) or simply assigning it to another accelerator instance (via the operator overloading of =). Speaking of operator overloading, you can also compare (for equality and inequality) two accelerator objects between them to determine if they refer to the same underlying device. Querying accelerator characteristics Given an accelerator object, you can access its description, version, device path, size of dedicated memory in KB, whether it is some kind of emulator, whether it has a display attached, whether it supports double precision, and whether it was created with the debugging layer enabled for extensive error reporting. Below is example code that accesses some of the properties; in your real code you'd probably be checking one or more of them in order to pick an accelerator (or check that the default one is good enough for your specific workload): void inspect_accelerator(concurrency::accelerator acc) { std::wcout << "New accelerator: " << acc.description << std::endl; std::wcout << "is_debug = " << acc.is_debug << std::endl; std::wcout << "is_emulated = " << acc.is_emulated << std::endl; std::wcout << "dedicated_memory = " << acc.dedicated_memory << std::endl; std::wcout << "device_path = " << acc.device_path << std::endl; std::wcout << "has_display = " << acc.has_display << std::endl; std::wcout << "version = " << (acc.version >> 16) << '.' << (acc.version & 0xFFFF) << std::endl; } accelerator_view In my next blog post I'll cover a related class: accelerator_view. Suffice to say here that each accelerator may have from 1..n related accelerator_view objects. You can get the accelerator_view from an accelerator via the default_view property, or create new ones by invoking the create_view method that creates an accelerator_view object for you (by also accepting a queuing_mode enum value of deferred or immediate that we'll also explore in the next blog post). Comments about this post by Daniel Moth welcome at the original blog.

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  • An issue with tessellation a model with DirectX11

    - by Paul Ske
    I took the hardware tessellation tutorial from Rastertek and implemended texturing instead of color. This is great, so I wanted to implemended the same techique to a model inside my game editor and I noticed it doesn't draw anything. I compared the detailed tessellation from DirectX SDK sample. Inside the shader file - if I replace the HullInputType with PixelInputType it draws. So, I think because when I compiled the shaders inside the program it compiles VertexShader, PixelShader, HullShader then DomainShader. Isn't it suppose to be VertexShader, HullSHader, DomainShader then PixelShader or does it really not matter? I am just curious why wouldn't the model even be drawn when HullInputType but renders fine with PixelInputType. Shader Code: [code] cbuffer ConstantBuffer { float4x4 WVP; float4x4 World; // the rotation matrix float3 lightvec; // the light's vector float4 lightcol; // the light's color float4 ambientcol; // the ambient light's color bool isSelected; } cbuffer cameraBuffer { float3 cameraDirection; float padding; } cbuffer TessellationBuffer { float tessellationAmount; float3 padding2; } struct ConstantOutputType { float edges[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; Texture2D Texture; Texture2D NormalTexture; SamplerState ss { MinLOD = 5.0f; MipLODBias = 0.0f; }; struct HullOutputType { float3 position : POSITION; float2 texcoord : TEXCOORD0; float3 normal : NORMAL; float3 tangent : TANGENT; }; struct HullInputType { float4 position : POSITION; float2 texcoord : TEXCOORD0; float3 normal : NORMAL; float3 tangent : TANGENT; }; struct VertexInputType { float4 position : POSITION; float2 texcoord : TEXCOORD; float3 normal : NORMAL; float3 tangent : TANGENT; uint uVertexID : SV_VERTEXID; }; struct PixelInputType { float4 position : SV_POSITION; float2 texcoord : TEXCOORD0; // texture coordinates float3 normal : NORMAL; float3 tangent : TANGENT; float4 color : COLOR; float3 viewDirection : TEXCOORD1; float4 depthBuffer : TEXTURE0; }; HullInputType VShader(VertexInputType input) { HullInputType output; output.position.w = 1.0f; output.position = mul(input.position,WVP); output.texcoord = input.texcoord; output.normal = input.normal; output.tangent = input.tangent; //output.normal = mul(normal,World); //output.tangent = mul(tangent,World); //output.color = output.color; //output.texcoord = texcoord; // set the texture coordinates, unmodified return output; } ConstantOutputType TexturePatchConstantFunction(InputPatch inputPatch,uint patchID : SV_PrimitiveID) { ConstantOutputType output; output.edges[0] = tessellationAmount; output.edges[1] = tessellationAmount; output.edges[2] = tessellationAmount; output.inside = tessellationAmount; return output; } [domain("tri")] [partitioning("integer")] [outputtopology("triangle_cw")] [outputcontrolpoints(3)] [patchconstantfunc("TexturePatchConstantFunction")] HullOutputType HShader(InputPatch patch, uint pointId : SV_OutputControlPointID, uint patchId : SV_PrimitiveID) { HullOutputType output; // Set the position for this control point as the output position. output.position = patch[pointId].position; // Set the input color as the output color. output.texcoord = patch[pointId].texcoord; output.normal = patch[pointId].normal; output.tangent = patch[pointId].tangent; return output; } [domain("tri")] PixelInputType DShader(ConstantOutputType input, float3 uvwCoord : SV_DomainLocation, const OutputPatch patch) { float3 vertexPosition; float2 uvPosition; float4 worldposition; PixelInputType output; // Interpolate world space position with barycentric coordinates float3 vWorldPos = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position; // Determine the position of the new vertex. vertexPosition = vWorldPos; // Calculate the position of the new vertex against the world, view, and projection matrices. output.position = mul(float4(vertexPosition, 1.0f),WVP); // Send the input color into the pixel shader. output.texcoord = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position; output.normal = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position; output.tangent = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position; //output.depthBuffer = output.position; //output.depthBuffer.w = 1.0f; //worldposition = mul(output.position,WVP); //output.viewDirection = cameraDirection.xyz - worldposition.xyz; //output.viewDirection = normalize(output.viewDirection); return output; } [/code] Somethings are commented out but will be in place when fixed. I'm probably not connecting something correctly.

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  • Normal maps red in OpenGL?

    - by KaiserJohaan
    I am using Assimp to import 3d models, and FreeImage to parse textures. The problem I am having is that the normal maps are actually red rather than blue when I try to render them as normal diffuse textures. http://i42.tinypic.com/289ing3.png When I open the images in a image-viewing program they do indeed show up as blue. Heres when I create the texture; OpenGLTexture::OpenGLTexture(const std::vector<uint8_t>& textureData, uint32_t textureWidth, uint32_t textureHeight, TextureType textureType, Logger& logger) : mLogger(logger), mTextureID(gNextTextureID++), mTextureType(textureType) { glGenTextures(1, &mTexture); CHECK_GL_ERROR(mLogger); glBindTexture(GL_TEXTURE_2D, mTexture); CHECK_GL_ERROR(mLogger); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, textureWidth, textureHeight, 0, glTextureFormat, GL_UNSIGNED_BYTE, &textureData[0]); CHECK_GL_ERROR(mLogger); glGenerateMipmap(GL_TEXTURE_2D); CHECK_GL_ERROR(mLogger); glBindTexture(GL_TEXTURE_2D, 0); CHECK_GL_ERROR(mLogger); } Here is my fragment shader. You can see I just commented out the normal-map parsing and treated the normal map texture as the diffuse texture to display it and illustrate the problem. As for the rest of the code it interacts as expected with the diffuse textures so I dont see a obvious problem there. "#version 330 \n \ \n \ layout(std140) uniform; \n \ \n \ const int MAX_LIGHTS = 8; \n \ \n \ struct Light \n \ { \n \ vec4 mLightColor; \n \ vec4 mLightPosition; \n \ vec4 mLightDirection; \n \ \n \ int mLightType; \n \ float mLightIntensity; \n \ float mLightRadius; \n \ float mMaxDistance; \n \ }; \n \ \n \ uniform UnifLighting \n \ { \n \ vec4 mGamma; \n \ vec3 mViewDirection; \n \ int mNumLights; \n \ \n \ Light mLights[MAX_LIGHTS]; \n \ } Lighting; \n \ \n \ uniform UnifMaterial \n \ { \n \ vec4 mDiffuseColor; \n \ vec4 mAmbientColor; \n \ vec4 mSpecularColor; \n \ vec4 mEmissiveColor; \n \ \n \ bool mHasDiffuseTexture; \n \ bool mHasNormalTexture; \n \ bool mLightingEnabled; \n \ float mSpecularShininess; \n \ } Material; \n \ \n \ uniform sampler2D unifDiffuseTexture; \n \ uniform sampler2D unifNormalTexture; \n \ \n \ in vec3 frag_position; \n \ in vec3 frag_normal; \n \ in vec2 frag_texcoord; \n \ in vec3 frag_tangent; \n \ in vec3 frag_bitangent; \n \ \n \ out vec4 finalColor; " " \n \ \n \ void CalcGaussianSpecular(in vec3 dirToLight, in vec3 normal, out float gaussianTerm) \n \ { \n \ vec3 viewDirection = normalize(Lighting.mViewDirection); \n \ vec3 halfAngle = normalize(dirToLight + viewDirection); \n \ \n \ float angleNormalHalf = acos(dot(halfAngle, normalize(normal))); \n \ float exponent = angleNormalHalf / Material.mSpecularShininess; \n \ exponent = -(exponent * exponent); \n \ \n \ gaussianTerm = exp(exponent); \n \ } \n \ \n \ vec4 CalculateLighting(in Light light, in vec4 diffuseTexture, in vec3 normal) \n \ { \n \ if (light.mLightType == 1) // point light \n \ { \n \ vec3 positionDiff = light.mLightPosition.xyz - frag_position; \n \ float dist = max(length(positionDiff) - light.mLightRadius, 0); \n \ \n \ float attenuation = 1 / ((dist/light.mLightRadius + 1) * (dist/light.mLightRadius + 1)); \n \ attenuation = max((attenuation - light.mMaxDistance) / (1 - light.mMaxDistance), 0); \n \ \n \ vec3 dirToLight = normalize(positionDiff); \n \ float angleNormal = clamp(dot(normalize(normal), dirToLight), 0, 1); \n \ \n \ float gaussianTerm = 0.0; \n \ if (angleNormal > 0.0) \n \ CalcGaussianSpecular(dirToLight, normal, gaussianTerm); \n \ \n \ return diffuseTexture * (attenuation * angleNormal * Material.mDiffuseColor * light.mLightIntensity * light.mLightColor) + \n \ (attenuation * gaussianTerm * Material.mSpecularColor * light.mLightIntensity * light.mLightColor); \n \ } \n \ else if (light.mLightType == 2) // directional light \n \ { \n \ vec3 dirToLight = normalize(light.mLightDirection.xyz); \n \ float angleNormal = clamp(dot(normalize(normal), dirToLight), 0, 1); \n \ \n \ float gaussianTerm = 0.0; \n \ if (angleNormal > 0.0) \n \ CalcGaussianSpecular(dirToLight, normal, gaussianTerm); \n \ \n \ return diffuseTexture * (angleNormal * Material.mDiffuseColor * light.mLightIntensity * light.mLightColor) + \n \ (gaussianTerm * Material.mSpecularColor * light.mLightIntensity * light.mLightColor); \n \ } \n \ else if (light.mLightType == 4) // ambient light \n \ return diffuseTexture * Material.mAmbientColor * light.mLightIntensity * light.mLightColor; \n \ else \n \ return vec4(0.0); \n \ } \n \ \n \ void main() \n \ { \n \ vec4 diffuseTexture = vec4(1.0); \n \ if (Material.mHasDiffuseTexture) \n \ diffuseTexture = texture(unifDiffuseTexture, frag_texcoord); \n \ \n \ vec3 normal = frag_normal; \n \ if (Material.mHasNormalTexture) \n \ { \n \ diffuseTexture = vec4(normalize(texture(unifNormalTexture, frag_texcoord).xyz * 2.0 - 1.0), 1.0); \n \ // vec3 normalTangentSpace = normalize(texture(unifNormalTexture, frag_texcoord).xyz * 2.0 - 1.0); \n \ //mat3 tangentToWorldSpace = mat3(normalize(frag_tangent), normalize(frag_bitangent), normalize(frag_normal)); \n \ \n \ // normal = tangentToWorldSpace * normalTangentSpace; \n \ } \n \ \n \ if (Material.mLightingEnabled) \n \ { \n \ vec4 accumLighting = vec4(0.0); \n \ \n \ for (int lightIndex = 0; lightIndex < Lighting.mNumLights; lightIndex++) \n \ accumLighting += Material.mEmissiveColor * diffuseTexture + \n \ CalculateLighting(Lighting.mLights[lightIndex], diffuseTexture, normal); \n \ \n \ finalColor = pow(accumLighting, Lighting.mGamma); \n \ } \n \ else { \n \ finalColor = pow(diffuseTexture, Lighting.mGamma); \n \ } \n \ } \n"; Why is this? does normal-map textures need some sort of special treatment in opengl?

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  • Off center projection

    - by N0xus
    I'm trying to implement the code that was freely given by a very kind developer at the following link: http://forum.unity3d.com/threads/142383-Code-sample-Off-Center-Projection-Code-for-VR-CAVE-or-just-for-fun Right now, all I'm trying to do is bring it in on one camera, but I have a few issues. My class, looks as follows: using UnityEngine; using System.Collections; public class PerspectiveOffCenter : MonoBehaviour { // Use this for initialization void Start () { } // Update is called once per frame void Update () { } public static Matrix4x4 GeneralizedPerspectiveProjection(Vector3 pa, Vector3 pb, Vector3 pc, Vector3 pe, float near, float far) { Vector3 va, vb, vc; Vector3 vr, vu, vn; float left, right, bottom, top, eyedistance; Matrix4x4 transformMatrix; Matrix4x4 projectionM; Matrix4x4 eyeTranslateM; Matrix4x4 finalProjection; ///Calculate the orthonormal for the screen (the screen coordinate system vr = pb - pa; vr.Normalize(); vu = pc - pa; vu.Normalize(); vn = Vector3.Cross(vr, vu); vn.Normalize(); //Calculate the vector from eye (pe) to screen corners (pa, pb, pc) va = pa-pe; vb = pb-pe; vc = pc-pe; //Get the distance;; from the eye to the screen plane eyedistance = -(Vector3.Dot(va, vn)); //Get the varaibles for the off center projection left = (Vector3.Dot(vr, va)*near)/eyedistance; right = (Vector3.Dot(vr, vb)*near)/eyedistance; bottom = (Vector3.Dot(vu, va)*near)/eyedistance; top = (Vector3.Dot(vu, vc)*near)/eyedistance; //Get this projection projectionM = PerspectiveOffCenter(left, right, bottom, top, near, far); //Fill in the transform matrix transformMatrix = new Matrix4x4(); transformMatrix[0, 0] = vr.x; transformMatrix[0, 1] = vr.y; transformMatrix[0, 2] = vr.z; transformMatrix[0, 3] = 0; transformMatrix[1, 0] = vu.x; transformMatrix[1, 1] = vu.y; transformMatrix[1, 2] = vu.z; transformMatrix[1, 3] = 0; transformMatrix[2, 0] = vn.x; transformMatrix[2, 1] = vn.y; transformMatrix[2, 2] = vn.z; transformMatrix[2, 3] = 0; transformMatrix[3, 0] = 0; transformMatrix[3, 1] = 0; transformMatrix[3, 2] = 0; transformMatrix[3, 3] = 1; //Now for the eye transform eyeTranslateM = new Matrix4x4(); eyeTranslateM[0, 0] = 1; eyeTranslateM[0, 1] = 0; eyeTranslateM[0, 2] = 0; eyeTranslateM[0, 3] = -pe.x; eyeTranslateM[1, 0] = 0; eyeTranslateM[1, 1] = 1; eyeTranslateM[1, 2] = 0; eyeTranslateM[1, 3] = -pe.y; eyeTranslateM[2, 0] = 0; eyeTranslateM[2, 1] = 0; eyeTranslateM[2, 2] = 1; eyeTranslateM[2, 3] = -pe.z; eyeTranslateM[3, 0] = 0; eyeTranslateM[3, 1] = 0; eyeTranslateM[3, 2] = 0; eyeTranslateM[3, 3] = 1f; //Multiply all together finalProjection = new Matrix4x4(); finalProjection = Matrix4x4.identity * projectionM*transformMatrix*eyeTranslateM; //finally return return finalProjection; } // Update is called once per frame public void FixedUpdate () { Camera cam = camera; //calculate projection Matrix4x4 genProjection = GeneralizedPerspectiveProjection( new Vector3(0,1,0), new Vector3(1,1,0), new Vector3(0,0,0), new Vector3(0,0,0), cam.nearClipPlane, cam.farClipPlane); //(BottomLeftCorner, BottomRightCorner, TopLeftCorner, trackerPosition, cam.nearClipPlane, cam.farClipPlane); cam.projectionMatrix = genProjection; } } My error lies in projectionM = PerspectiveOffCenter(left, right, bottom, top, near, far); The debugger states: Expression denotes a `type', where a 'variable', 'value' or 'method group' was expected. Thus, I changed the line to read: projectionM = new PerspectiveOffCenter(left, right, bottom, top, near, far); But then the error is changed to: The type 'PerspectiveOffCenter' does not contain a constructor that takes '6' arguments. For reasons that are obvious. So, finally, I changed the line to read: projectionM = new GeneralizedPerspectiveProjection(left, right, bottom, top, near, far); And the error I get is: is a 'method' but a 'type' was expected. With this last error, I'm not sure what it is I should do / missing. Can anyone see what it is that I'm missing to fix this error?

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  • When does "proper" programming no longer matter?

    - by Kai Qing
    I've been a full time programmer for about 8 years now. Web based mostly, ranging in weird jobs for clients. Never anything I "want" to do. So my experience is limited to what I've been contracted to do, having no real incentive to master anything in particular. So here's my scenario and ultimately what I wonder about... I've been building an android game in my spare time. It's using the libgdx library so quite a bit of the heavy lifting is done for me. I don't read much of the docs cause unless it's in tutorial format I will just not care, and ultimately most of my questions have already been asked on stackoverflow. I get along fine and my game works as expected... Suspiciously well, even. So much so that I wonder why one should bother to be "proper" when coding if the end result is ultimately the same. To be more specific, I used a hashtable because I wanted something close to an associative array. Human readable key values. In other places to achieve similar things, I use a vector. I know libgdx has vector2 and vector3 classes, but I've never used them. When I come across weird problems and search stackoverflow for help, I see a lot of people just reaming the questions that use a certain datatype when another one is technically "proper." Like using an ArrayList because it does not require defined bounds versus re-defining an int[] with new known boundaries. Or even something trivial like this: for(int i = 0; i < items.length; i ++) { // do something } I know it evaluates item.length on every iteration. I just don't care. I know items will never be more than 15 to 20 items. So why bother caring if I evaluate items.length on every iteration? So I wonder - why does everyone get all up in arms over this? Who cares if I use a less efficient datatype to get the job done? I ran some tests to see how the app performs using the lazy, get it done fast and don't look back method I just described versus the proper, follow the tutorial and use the exact data types suggested by the community. The results: Same thing. Average 45 fps. I opened every app on the phone and galaxy tab. Same deal. No difference. My game is pretty graphic intensive. It's not like it's just a simple thing. I expected it to perform kind of badly since I don't care to optimize image assets or... well, you probably get the idea. I'm making the game for fun. As a joke, really. But in doing so I'm working outside the normal scope of my job, which is to always follow the rules and do it the right way. So to say, I am without bounds here and this has caused me to wonder why I ever really care to be "proper" So I guess my question to you is this: Is there a threshold when it no longer matters to be proper? Is there a lasting, longer term consequence to the lazy, get it done and don't look back route? Is it ok to say - "so long as it gets the job done, I don't care?" Disclaimer: When I program my game, I am almost always drunk. I do it to remember why I got into this stuff to begin with because the monotony of client based web work will make you hate being a programmer. I'm having a blast and my game is not crashing, tests well, performs well, looks good on all devices so far and has no noticeable negative impact on any of my testing devices. I expected failure because I was being so drunkenly careless with my code, but to my surprise, it had no noticeable impact. I am now starting to question the need to be careful. Help me regain the ability to care! ... or explain why it's not a bad thing to not care. Secondary disclaimer: I am aware of the benefits of maintainability. For myself and others. Agreed. But it's not like someone happening across my inefficient int[] loop won't know what it does. As an experienced programmer those kinds of things are just clear on sight. I document the complex stuff for myself knowing I was drunk and will probably need a reminder. Those notes would clarify any confusion for someone who might ever gaze upon my ridiculous game - though the reality is that either I maintain it myself or it fades into time. I'm ok with that. But if it doesn't slow the device down, or crash, then crossing the t's and dotting the i's might actually require more time than it's worth.

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  • Nothing drawing on screen OpenGL with GLSL

    - by codemonkey
    I hate to be asking this kind of question here, but I am at a complete loss as to what is going wrong, so please bear with me. I am trying to render a single cube (voxel) in the center of the screen, through OpenGL with GLSL on Mac I begin by setting up everything using glut glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGBA|GLUT_ALPHA|GLUT_DOUBLE|GLUT_DEPTH); glutInitWindowSize(DEFAULT_WINDOW_WIDTH, DEFAULT_WINDOW_HEIGHT); glutCreateWindow("Cubez-OSX"); glutReshapeFunc(reshape); glutDisplayFunc(render); glutIdleFunc(idle); _electricSheepEngine=new ElectricSheepEngine(DEFAULT_WINDOW_WIDTH, DEFAULT_WINDOW_HEIGHT); _electricSheepEngine->initWorld(); glutMainLoop(); Then inside the engine init camera & projection matrices: cameraPosition=glm::vec3(2,2,2); cameraTarget=glm::vec3(0,0,0); cameraUp=glm::vec3(0,0,1); glm::vec3 cameraDirection=glm::normalize(cameraPosition-cameraTarget); cameraRight=glm::cross(cameraDirection, cameraUp); cameraRight.z=0; view=glm::lookAt(cameraPosition, cameraTarget, cameraUp); lensAngle=45.0f; aspectRatio=1.0*(windowWidth/windowHeight); nearClippingPlane=0.1f; farClippingPlane=100.0f; projection=glm::perspective(lensAngle, aspectRatio, nearClippingPlane, farClippingPlane); then init shaders and check compilation and bound attributes & uniforms to be correctly bound (my previous question) These are my two shaders, vertex: #version 120 attribute vec3 position; attribute vec3 inColor; uniform mat4 mvp; varying vec3 fragColor; void main(void){ fragColor = inColor; gl_Position = mvp * vec4(position, 1.0); } and fragment: #version 120 varying vec3 fragColor; void main(void) { gl_FragColor = vec4(fragColor,1.0); } init the cube: setPosition(glm::vec3(0,0,0)); struct voxelData data[]={ //front face {{-1.0, -1.0, 1.0}, {0.0, 0.0, 1.0}}, {{ 1.0, -1.0, 1.0}, {0.0, 1.0, 1.0}}, {{ 1.0, 1.0, 1.0}, {0.0, 0.0, 1.0}}, {{-1.0, 1.0, 1.0}, {0.0, 1.0, 1.0}}, //back face {{-1.0, -1.0, -1.0}, {0.0, 0.0, 1.0}}, {{ 1.0, -1.0, -1.0}, {0.0, 1.0, 1.0}}, {{ 1.0, 1.0, -1.0}, {0.0, 0.0, 1.0}}, {{-1.0, 1.0, -1.0}, {0.0, 1.0, 1.0}} }; glGenBuffers(1, &modelVerticesBufferObject); glBindBuffer(GL_ARRAY_BUFFER, modelVerticesBufferObject); glBufferData(GL_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); const GLubyte indices[] = { // Front 0, 1, 2, 2, 3, 0, // Back 4, 6, 5, 4, 7, 6, // Left 2, 7, 3, 7, 6, 2, // Right 0, 4, 1, 4, 1, 5, // Top 6, 2, 1, 1, 6, 5, // Bottom 0, 3, 7, 0, 7, 4 }; glGenBuffers(1, &modelFacesBufferObject); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelFacesBufferObject); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); and then the render call: glClearColor(0.52, 0.8, 0.97, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); //use the shader glUseProgram(shaderProgram); //enable attributes in program glEnableVertexAttribArray(shaderAttribute_position); glEnableVertexAttribArray(shaderAttribute_color); //model matrix using model position vector glm::mat4 mvp=projection*view*voxel->getModelMatrix(); glUniformMatrix4fv(shaderAttribute_mvp, 1, GL_FALSE, glm::value_ptr(mvp)); glBindBuffer(GL_ARRAY_BUFFER, voxel->modelVerticesBufferObject); glVertexAttribPointer(shaderAttribute_position, // attribute 3, // number of elements per vertex, here (x,y) GL_FLOAT, // the type of each element GL_FALSE, // take our values as-is sizeof(struct voxelData), // coord every (sizeof) elements 0 // offset of first element ); glBindBuffer(GL_ARRAY_BUFFER, voxel->modelVerticesBufferObject); glVertexAttribPointer(shaderAttribute_color, // attribute 3, // number of colour elements per vertex, here (x,y) GL_FLOAT, // the type of each element GL_FALSE, // take our values as-is sizeof(struct voxelData), // coord every (sizeof) elements (GLvoid *)(offsetof(struct voxelData, color3D)) // offset of colour data ); //draw the model by going through its elements array glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, voxel->modelFacesBufferObject); int bufferSize; glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_SIZE, &bufferSize); glDrawElements(GL_TRIANGLES, bufferSize/sizeof(GLushort), GL_UNSIGNED_SHORT, 0); //close up the attribute in program, no more need glDisableVertexAttribArray(shaderAttribute_position); glDisableVertexAttribArray(shaderAttribute_color); but on screen all I get is the clear color :$ I generate my model matrix using: modelMatrix=glm::translate(glm::mat4(1.0), position); which in debug turns out to be for the position of (0,0,0): |1, 0, 0, 0| |0, 1, 0, 0| |0, 0, 1, 0| |0, 0, 0, 1| Sorry for such a question, I know it is annoying to look at someone's code, but I promise I have tried to debug around and figure it out as much as I can, and can't come to a solution Help a noob please? EDIT: Full source here, if anyone wants

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  • 2D metaball liquid effect - how to feed output of one rendering pass as input to another shader

    - by Guye Incognito
    I'm attempting to make a shader for unity3d web project. I want to implement something like in the great answer by DMGregory in this question. in order to achieve a final look something like this.. Its metaballs with specular and shading. The steps to make this shader are. 1. Convert the feathered blobs into a heightmap. 2. Generate a normalmap from the heightmap 3. Feed the normal map and height map into a standard unity shader, for instance transparent parallax specular. I pretty much have all the pieces I need assembled but I am new to shaders and need help putting them together I can generate a heightmap from the blobs using some fragment shader code I wrote (I'm just using the red channel here cus i dont know if you can access the brightness) half4 frag (v2f i) : COLOR{ half4 texcol,finalColor; texcol = tex2D (_MainTex, i.uv); finalColor=_MyColor; if(texcol.r<_botmcut) { finalColor.r= 0; } else if((texcol.r>_topcut)) { finalColor.r= 0; } else { float r = _topcut-_botmcut; float xpos = _topcut - texcol.r; finalColor.r= (_botmcut + sqrt((xpos*xpos)-(r*r)))/_constant; } return finalColor; } turns these blobs.. into this heightmap Also I've found some CG code that generates a normal map from a height map. The bit of code that makes the normal map from finite differences is here void surf (Input IN, inout SurfaceOutput o) { o.Albedo = fixed3(0.5); float3 normal = UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex)); float me = tex2D(_HeightMap,IN.uv_MainTex).x; float n = tex2D(_HeightMap,float2(IN.uv_MainTex.x,IN.uv_MainTex.y+1.0/_HeightmapDimY)).x; float s = tex2D(_HeightMap,float2(IN.uv_MainTex.x,IN.uv_MainTex.y-1.0/_HeightmapDimY)).x; float e = tex2D(_HeightMap,float2(IN.uv_MainTex.x-1.0/_HeightmapDimX,IN.uv_MainTex.y)).x; float w = tex2D(_HeightMap,float2(IN.uv_MainTex.x+1.0/_HeightmapDimX,IN.uv_MainTex.y)).x; float3 norm = normal; float3 temp = norm; //a temporary vector that is not parallel to norm if(norm.x==1) temp.y+=0.5; else temp.x+=0.5; //form a basis with norm being one of the axes: float3 perp1 = normalize(cross(norm,temp)); float3 perp2 = normalize(cross(norm,perp1)); //use the basis to move the normal in its own space by the offset float3 normalOffset = -_HeightmapStrength * ( ( (n-me) - (s-me) ) * perp1 + ( ( e - me ) - ( w - me ) ) * perp2 ); norm += normalOffset; norm = normalize(norm); o.Normal = norm; } Also here is the built-in transparent parallax specular shader for unity. Shader "Transparent/Parallax Specular" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 0) _Shininess ("Shininess", Range (0.01, 1)) = 0.078125 _Parallax ("Height", Range (0.005, 0.08)) = 0.02 _MainTex ("Base (RGB) TransGloss (A)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} _ParallaxMap ("Heightmap (A)", 2D) = "black" {} } SubShader { Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} LOD 600 CGPROGRAM #pragma surface surf BlinnPhong alpha #pragma exclude_renderers flash sampler2D _MainTex; sampler2D _BumpMap; sampler2D _ParallaxMap; fixed4 _Color; half _Shininess; float _Parallax; struct Input { float2 uv_MainTex; float2 uv_BumpMap; float3 viewDir; }; void surf (Input IN, inout SurfaceOutput o) { half h = tex2D (_ParallaxMap, IN.uv_BumpMap).w; float2 offset = ParallaxOffset (h, _Parallax, IN.viewDir); IN.uv_MainTex += offset; IN.uv_BumpMap += offset; fixed4 tex = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = tex.rgb * _Color.rgb; o.Gloss = tex.a; o.Alpha = tex.a * _Color.a; o.Specular = _Shininess; o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); } ENDCG } FallBack "Transparent/Bumped Specular" }

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  • concurrency::index<N> from amp.h

    - by Daniel Moth
    Overview C++ AMP introduces a new template class index<N>, where N can be any value greater than zero, that represents a unique point in N-dimensional space, e.g. if N=2 then an index<2> object represents a point in 2-dimensional space. This class is essentially a coordinate vector of N integers representing a position in space relative to the origin of that space. It is ordered from most-significant to least-significant (so, if the 2-dimensional space is rows and columns, the first component represents the rows). The underlying type is a signed 32-bit integer, and component values can be negative. The rank field returns N. Creating an index The default parameterless constructor returns an index with each dimension set to zero, e.g. index<3> idx; //represents point (0,0,0) An index can also be created from another index through the copy constructor or assignment, e.g. index<3> idx2(idx); //or index<3> idx2 = idx; To create an index representing something other than 0, you call its constructor as per the following 4-dimensional example: int temp[4] = {2,4,-2,0}; index<4> idx(temp); Note that there are convenience constructors (that don’t require an array argument) for creating index objects of rank 1, 2, and 3, since those are the most common dimensions used, e.g. index<1> idx(3); index<2> idx(3, 6); index<3> idx(3, 6, 12); Accessing the component values You can access each component using the familiar subscript operator, e.g. One-dimensional example: index<1> idx(4); int i = idx[0]; // i=4 Two-dimensional example: index<2> idx(4,5); int i = idx[0]; // i=4 int j = idx[1]; // j=5 Three-dimensional example: index<3> idx(4,5,6); int i = idx[0]; // i=4 int j = idx[1]; // j=5 int k = idx[2]; // k=6 Basic operations Once you have your multi-dimensional point represented in the index, you can now treat it as a single entity, including performing common operations between it and an integer (through operator overloading): -- (pre- and post- decrement), ++ (pre- and post- increment), %=, *=, /=, +=, -=,%, *, /, +, -. There are also operator overloads for operations between index objects, i.e. ==, !=, +=, -=, +, –. Here is an example (where no assertions are broken): index<2> idx_a; index<2> idx_b(0, 0); index<2> idx_c(6, 9); _ASSERT(idx_a.rank == 2); _ASSERT(idx_a == idx_b); _ASSERT(idx_a != idx_c); idx_a += 5; idx_a[1] += 3; idx_a++; _ASSERT(idx_a != idx_b); _ASSERT(idx_a == idx_c); idx_b = idx_b + 10; idx_b -= index<2>(4, 1); _ASSERT(idx_a == idx_b); Usage You'll most commonly use index<N> objects to index into data types that we'll cover in future posts (namely array and array_view). Also when we look at the new parallel_for_each function we'll see that an index<N> object is the single parameter to the lambda, representing the (multi-dimensional) thread index… In the next post we'll go beyond being able to represent an N-dimensional point in space, and we'll see how to define the N-dimensional space itself through the extent<N> class. Comments about this post by Daniel Moth welcome at the original blog.

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  • What Can We Learn About Software Security by Going to the Gym

    - by Nick Harrison
    There was a recent rash of car break-ins at the gym. Not an epidemic by any stretch, probably 4 or 5, but still... My gym used to allow you to hang your keys from a peg board at the front desk. This way you could come to the gym dressed to work out, lock your valuables in your car, and not have anything to worry about. Ignorance is bliss. The problem was that anyone who wanted to could go pick up your car keys, click the unlock button and find your car. Once there, they could rummage through your stuff and then walk back in and finish their workout as if nothing had happened. The people doing this were a little smatter then the average thief and would swipe some but not all of your cash leaving everything else in place. Most thieves would steal the whole car and be busted more quickly. The victims were unaware that anything had happened for several days. Fortunately, once the victims realized what had happened, the gym was still able to pull security tapes and find out who was misbehaving. All of the bad guys were busted, and everyone can now breathe a sigh of relieve. It is once again safe to go to the gym. Except there was still a fundamental problem. Putting your keys on a peg board by the front door is just asking for bad things to happen. One person got busted exploiting this security flaw. Others can still be exploiting it. In fact, others may well have been exploiting it and simply never got caught. How long would it take you to realize that $10 was missing from your wallet, if everything else was there? How would you even know when it went missing? Would you go to the front desk and even bother to ask them to review security tapes if you were only missing a small amount. Once highlighted, it is easy to see how commonly such vulnerability may have been exploited. So the gym did the very reasonable precaution of removing the peg board. To me the most shocking part of this story is the resulting uproar from gym members losing the convenient key peg. How dare they remove the trusted peg board? How can I work out now, I have to carry my keys from machine to machine? How can I enjoy my workout with this added inconvenience? This all happened a couple of weeks ago, and some people are still complaining. In light of the recent high profile hacking, there are a couple of parallels that can be drawn. Many web sites are riddled with vulnerabilities are crazy and easily exploitable as leaving your car keys by the front door while you work out. No one ever considered thanking the people who were swiping these keys for pointing out the vulnerability. Without a hesitation, they had their gym memberships revoked and are awaiting prosecution. The gym did recognize the vulnerability for what it is, and closed up that attack vector. What can we learn from this? Monitoring and logging will not prevent a crime but they will allow us to identify that a crime took place and may help track down who did it. Once we find a security weakness, we need to eliminate it. We may never identify and eliminate all security weaknesses, but we cannot allow well known vulnerabilities to persist in our system. In our case, we are not likely to meet resistance from end users. We are more likely to meet resistance from stake holders, product owners, keeper of schedules and budgets. We may meet resistance from integration partners, co workers, and third party vendors. Regardless of the source, we will see resistance, but the weakness needs to be dealt with. There is no need to glorify a cracker for bringing to light a security weakness. Regardless of their claimed motives, they are not heroes. There is also no point in wasting time defending weaknesses once they are identified. Deal with the weakness and move on. In may be embarrassing to find security weaknesses in our systems, but it is even more embarrassing to continue ignoring them. Even if it is unpopular, we need to seek out security weaknesses and eliminate them when we find them. http://www.sans.org has put together the Common Weakness Enumeration http://cwe.mitre.org/ which lists out common weaknesses. The site navigation takes a little getting used to, but there is a treasure trove here. Here is the detail page for SQL Injection. It clearly states how this can be exploited, in case anyone doubts that the weakness should be taken seriously, and more importantly how to mitigate the risk.

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  • Accelerating 2d object collision with other objects [on hold]

    - by Silent Cave
    Making my very first attempt at game programming with SDL/OpenGL. So I made an object Actor witch can move in all four sides with acceleration. And there are bunch of other rectangles to collide to. the image Movement and collision detection alghorythms work just fine by itself, but when combined to prevent the green rectangle from crossing black rectangles, it gives me a kind of funny resault. Let me show you the code first: from Actor.h class Actor{ public: SDL_Rect * dim; alphaColor * col; float speed; float xlGrav, xrGrav, yuGrav, ydGrav; float acceleration; bool left,right,up,down; Actor(SDL_Rect * dim,alphaColor * col, float speed, float acceleration); bool colides(const SDL_Rect & rect); bool check_for_collisions(const std::vector<SDL_Rect*> & gameObjects ); }; from actor.cpp bool Actor::colides(const SDL_Rect & rect){ if (dim->x + dim->w < rect.x) return false; if (dim->x > rect.x + rect.w) return false; if (dim->y + dim->h < rect.y) return false; if (dim->y > rect.y + rect.h) return false; return true; } movement logic from main.cpp if (actor->left){ if(actor->xlGrav < actor->speed){ actor->xlGrav += actor->speed*actor->acceleration; }else actor->xlGrav = actor->speed; actor->dim->x -= actor->xlGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->x += actor->xlGrav; actor->xlGrav = 0; } } if (!actor->left){ if(actor->xlGrav - actor->speed*actor->acceleration > 0){ actor->xlGrav -= actor->speed*actor->acceleration; }else actor->xlGrav = 0; actor->dim->x -= actor->xlGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->x += actor->xlGrav; actor->xlGrav = 0; } } if (actor->right){ if(actor->xrGrav < actor->speed){ actor->xrGrav += actor->speed*actor->acceleration; }else actor->xrGrav = actor->speed; actor->dim->x += actor->xrGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->x -= actor->xrGrav; actor->xrGrav = 0; } } if (!actor->right){ if(actor->xrGrav - actor->speed*actor->acceleration > 0){ actor->xrGrav -= actor->speed*actor->acceleration; }else actor->xrGrav = 0; actor->dim->x += actor->xrGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->x -= actor->xrGrav; actor->xrGrav = 0; } } if (actor->up){ if(actor->yuGrav < actor->speed){ actor->yuGrav += actor->speed*actor->acceleration; }else actor->yuGrav = actor->speed; actor->dim->y -= actor->yuGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->y += actor->yuGrav; actor->yuGrav = 0; } } if (!actor->up){ if(actor->yuGrav - actor->speed*actor->acceleration > 0){ actor->yuGrav -= actor->speed*actor->acceleration; }else actor->yuGrav = 0; actor->dim->y -= actor->yuGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->y += actor->yuGrav; actor->yuGrav = 0; } } if (actor->down){ if(actor->ydGrav < actor->speed){ actor->ydGrav += actor->speed*actor->acceleration; }else actor->ydGrav = actor->speed; actor->dim->y += actor->ydGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->y -= actor->ydGrav; actor->ydGrav = 0; } } if (!actor->down){ if(actor->ydGrav - actor->speed*actor->acceleration > 0){ actor->ydGrav -= actor->speed*actor->acceleration; }else actor->ydGrav = 0; actor->dim->y += actor->ydGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->y -= actor->ydGrav; actor->ydGrav = 0; } } So, if the green box approaches an obstacle from up or left, everything goes as planned - object stops, and it's acceleration drops to zero. But if it comes from bottom or right, it enters into obstacles inner space and starts strangely dance, I'd rather say move in inverted controls. What do I fail to see?

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  • Black Screen: How to set Projection/View Matrix

    - by Lisa
    I have a Windows Phone 8 C#/XAML with DirectX component project. I'm rendering some particles, but each particle is a rectangle versus a square (as I've set the vertices to be positions equally offset from each other). I used an Identity matrix in the view and projection matrix. I decided to add the windows aspect ratio to prevent the rectangles. But now I get a black screen. None of the particles are rendered now. I don't know what's wrong with my matrices. Can anyone see the problem? These are the default matrices in Microsoft's project example. View Matrix: XMVECTOR eye = XMVectorSet(0.0f, 0.7f, 1.5f, 0.0f); XMVECTOR at = XMVectorSet(0.0f, -0.1f, 0.0f, 0.0f); XMVECTOR up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f); XMStoreFloat4x4(&m_constantBufferData.view, XMMatrixTranspose(XMMatrixLookAtRH(eye, at, up))); Projection Matrix: void CubeRenderer::CreateWindowSizeDependentResources() { Direct3DBase::CreateWindowSizeDependentResources(); float aspectRatio = m_windowBounds.Width / m_windowBounds.Height; float fovAngleY = 70.0f * XM_PI / 180.0f; if (aspectRatio < 1.0f) { fovAngleY /= aspectRatio; } XMStoreFloat4x4(&m_constantBufferData.projection, XMMatrixTranspose(XMMatrixPerspectiveFovRH(fovAngleY, aspectRatio, 0.01f, 100.0f))); } I've tried modifying them to use cocos2dx's WP8 example. XMMATRIX identityMatrix = XMMatrixIdentity(); float fovy = 60.0f; float aspect = m_windowBounds.Width / m_windowBounds.Height; float zNear = 0.1f; float zFar = 100.0f; float xmin, xmax, ymin, ymax; ymax = zNear * tanf(fovy * XM_PI / 360); ymin = -ymax; xmin = ymin * aspect; xmax = ymax * aspect; XMMATRIX tmpMatrix = XMMatrixPerspectiveOffCenterRH(xmin, xmax, ymin, ymax, zNear, zFar); XMMATRIX projectionMatrix = XMMatrixMultiply(tmpMatrix, identityMatrix); // View Matrix float fEyeX = m_windowBounds.Width * 0.5f; float fEyeY = m_windowBounds.Height * 0.5f; float fEyeZ = m_windowBounds.Height / 1.1566f; float fLookAtX = m_windowBounds.Width * 0.5f; float fLookAtY = m_windowBounds.Height * 0.5f; float fLookAtZ = 0.0f; float fUpX = 0.0f; float fUpY = 1.0f; float fUpZ = 0.0f; XMMATRIX tmpMatrix2 = XMMatrixLookAtRH(XMVectorSet(fEyeX,fEyeY,fEyeZ,0.f), XMVectorSet(fLookAtX,fLookAtY,fLookAtZ,0.f), XMVectorSet(fUpX,fUpY,fUpZ,0.f)); XMMATRIX viewMatrix = XMMatrixMultiply(tmpMatrix2, identityMatrix); XMStoreFloat4x4(&m_constantBufferData.view, viewMatrix); Vertex Shader cbuffer ModelViewProjectionConstantBuffer : register(b0) { //matrix model; matrix view; matrix projection; }; struct VertexInputType { float4 position : POSITION; float2 tex : TEXCOORD0; float4 color : COLOR; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float4 color : COLOR; }; PixelInputType main(VertexInputType input) { PixelInputType output; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; //===================================== // TODO: ADDED for testing input.position.z = 0.0f; //===================================== // Calculate the position of the vertex against the world, view, and projection matrices. //output.position = mul(input.position, model); output.position = mul(input.position, view); output.position = mul(output.position, projection); // Store the texture coordinates for the pixel shader. output.tex = input.tex; // Store the particle color for the pixel shader. output.color = input.color; return output; } Before I render the shader, I set the view/projection matrices into the constant buffer void ParticleRenderer::SetShaderParameters() { ViewProjectionConstantBuffer* dataPtr; D3D11_MAPPED_SUBRESOURCE mappedResource; DX::ThrowIfFailed(m_d3dContext->Map(m_constantBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource)); dataPtr = (ViewProjectionConstantBuffer*)mappedResource.pData; dataPtr->view = m_constantBufferData.view; dataPtr->projection = m_constantBufferData.projection; m_d3dContext->Unmap(m_constantBuffer.Get(), 0); // Now set the constant buffer in the vertex shader with the updated values. m_d3dContext->VSSetConstantBuffers(0, 1, m_constantBuffer.GetAddressOf() ); // Set shader texture resource in the pixel shader. m_d3dContext->PSSetShaderResources(0, 1, &m_textureView); } Nothing, black screen... I tried so many different look at, eye, and up vectors. I tried transposing the matrices. I've set the particle center position to always be (0, 0, 0), I tried different positions too, just to make sure they're not being rendered offscreen.

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  • OpenGL 3 and the Radeon HD 4850x2

    - by rotard
    A while ago, I picked up a copy of the OpenGL SuperBible fifth edition and slowly and painfully started teaching myself OpenGL the 3.3 way, after having been used to the 1.0 way from school way back when. Making things more challenging, I am primarily a .NET developer, so I was working in Mono with the OpenTK OpenGL wrapper. On my laptop, I put together a program that let the user walk around a simple landscape using a couple shaders that implemented per-vertex coloring and lighting and texture mapping. Everything was working brilliantly until I ran the same program on my desktop. Disaster! Nothing would render! I have chopped my program down to the point where the camera sits near the origin, pointing at the origin, and renders a square (technically, a triangle fan). The quad renders perfectly on my laptop, coloring, lighting, texturing and all, but the desktop renders a small distorted non-square quadrilateral that is colored incorrectly, not affected by the lights, and not textured. I suspect the graphics card is at fault, because I get the same result whether I am booted into Ubuntu 10.10 or Win XP. I did find that if I pare the vertex shader down to ONLY outputting the positional data and the fragment shader to ONLY outputting a solid color (white) the quad renders correctly. But as SOON as I start passing in color data (whether or not I use it in the fragment shader) the output from the vertex shader is distorted again. The shaders follow. I left the pre-existing code in, but commented out so you can get an idea what I was trying to do. I'm a noob at glsl so the code could probably be a lot better. My laptop is an old lenovo T61p with a Centrino (Core 2) Duo and an nVidia Quadro graphics card running Ubuntu 10.10 My desktop has an i7 with a Radeon HD 4850 x2 (single card, dual GPU) from Saphire dual booting into Ubuntu 10.10 and Windows XP. The problem occurs in both XP and Ubuntu. Can anyone see something wrong that I am missing? What is "special" about my HD 4850x2? string vertexShaderSource = @" #version 330 precision highp float; uniform mat4 projection_matrix; uniform mat4 modelview_matrix; //uniform mat4 normal_matrix; //uniform mat4 cmv_matrix; //Camera modelview. Light sources are transformed by this matrix. //uniform vec3 ambient_color; //uniform vec3 diffuse_color; //uniform vec3 diffuse_direction; in vec4 in_position; in vec4 in_color; //in vec3 in_normal; //in vec3 in_tex_coords; out vec4 varyingColor; //out vec3 varyingTexCoords; void main(void) { //Get surface normal in eye coordinates //vec4 vEyeNormal = normal_matrix * vec4(in_normal, 0); //Get vertex position in eye coordinates //vec4 vPosition4 = modelview_matrix * vec4(in_position, 0); //vec3 vPosition3 = vPosition4.xyz / vPosition4.w; //Get vector to light source in eye coordinates //vec3 lightVecNormalized = normalize(diffuse_direction); //vec3 vLightDir = normalize((cmv_matrix * vec4(lightVecNormalized, 0)).xyz); //Dot product gives us diffuse intensity //float diff = max(0.0, dot(vEyeNormal.xyz, vLightDir.xyz)); //Multiply intensity by diffuse color, force alpha to 1.0 //varyingColor.xyz = in_color * diff * diffuse_color.xyz; varyingColor = in_color; //varyingTexCoords = in_tex_coords; gl_Position = projection_matrix * modelview_matrix * in_position; }"; string fragmentShaderSource = @" #version 330 //#extension GL_EXT_gpu_shader4 : enable precision highp float; //uniform sampler2DArray colorMap; //in vec4 varyingColor; //in vec3 varyingTexCoords; out vec4 out_frag_color; void main(void) { out_frag_color = vec4(1,1,1,1); //out_frag_color = varyingColor; //out_frag_color = vec4(varyingColor, 1) * texture(colorMap, varyingTexCoords.st); //out_frag_color = vec4(varyingColor, 1) * texture(colorMap, vec3(varyingTexCoords.st, 0)); //out_frag_color = vec4(varyingColor, 1) * texture2DArray(colorMap, varyingTexCoords); }"; Note that in this code the color data is accepted but not actually used. The geometry is outputted the same (wrong) whether the fragment shader uses varyingColor or not. Only if I comment out the line varyingColor = in_color; does the geometry output correctly. Originally the shaders took in vec3 inputs, I only modified them to take vec4s while troubleshooting.

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  • Trouble with AABB collision response and physics

    - by WCM
    I have been racking my brain trying to figure out a problem I am having with physics and basic AABB collision response. I am fairly close as the physics are mostly right. Gravity feels good and movement is solid. The issue I am running into is that when I land on the test block in my project, I can jump off of it most of the time. If I repeatedly jump in place, I will eventually get stuck one or two pixels below the surface of the test block. If I try to jump, I can become free of the other block, but it will happen again a few jumps later. I feel like I am missing something really obvious with this. I have two functions that support the detection and function to return a vector for the overlap of the two rectangle bounding boxes. I have a single update method that is processing the physics and collision for the entity. I feel like I am missing something very simple, like an ordering of the physics vs. collision response handling. Any thoughts or help can be appreciated. I apologize for the format of the code, tis prototype code mostly. The collision detection function: public static bool Collides(Rectangle source, Rectangle target) { if (source.Right < target.Left || source.Bottom < target.Top || source.Left > target.Right || source.Top > target.Bottom) { return false; } return true; } The overlap function: public static Vector2 GetMinimumTranslation(Rectangle source, Rectangle target) { Vector2 mtd = new Vector2(); Vector2 amin = source.Min(); Vector2 amax = source.Max(); Vector2 bmin = target.Min(); Vector2 bmax = target.Max(); float left = (bmin.X - amax.X); float right = (bmax.X - amin.X); float top = (bmin.Y - amax.Y); float bottom = (bmax.Y - amin.Y); if (left > 0 || right < 0) return Vector2.Zero; if (top > 0 || bottom < 0) return Vector2.Zero; if (Math.Abs(left) < right) mtd.X = left; else mtd.X = right; if (Math.Abs(top) < bottom) mtd.Y = top; else mtd.Y = bottom; // 0 the axis with the largest mtd value. if (Math.Abs(mtd.X) < Math.Abs(mtd.Y)) mtd.Y = 0; else mtd.X = 0; return mtd; } The update routine (gravity = 0.001f, jumpHeight = 0.35f, moveAmount = 0.15f): public void Update(GameTime gameTime) { Acceleration.Y = gravity; Position += new Vector2((float)(movement * moveAmount * gameTime.ElapsedGameTime.TotalMilliseconds), (float)(Velocity.Y * gameTime.ElapsedGameTime.TotalMilliseconds)); Velocity.Y += Acceleration.Y; Vector2 previousPosition = new Vector2((int)Position.X, (int)Position.Y); KeyboardState keyboard = Keyboard.GetState(); movement = 0; if (keyboard.IsKeyDown(Keys.Left)) { movement -= 1; } if (keyboard.IsKeyDown(Keys.Right)) { movement += 1; } if (Position.Y + 16 > GameClass.Instance.GraphicsDevice.Viewport.Height) { Velocity.Y = 0; Position = new Vector2(Position.X, GameClass.Instance.GraphicsDevice.Viewport.Height - 16); IsOnSurface = true; } if (Collision.Collides(BoundingBox, GameClass.Instance.block.BoundingBox)) { Vector2 mtd = Collision.GetMinimumTranslation(BoundingBox, GameClass.Instance.block.BoundingBox); Position += mtd; Velocity.Y = 0; IsOnSurface = true; } if (keyboard.IsKeyDown(Keys.Space) && !previousKeyboard.IsKeyDown(Keys.Space)) { if (IsOnSurface) { Velocity.Y = -jumpHeight; IsOnSurface = false; } } previousKeyboard = keyboard; } This is also a full download to the project. https://www.box.com/s/3rkdtbso3xgfgc2asawy P.S. I know that I could do this with the XNA Platformer Starter Kit algo, but it has some deep flaws that I am going to try to live without. I'd rather go the route of collision response via an overlay function. Thanks for any and all insight!

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  • Openlayers - Redraw() layer. Add / Remove layer.

    - by Ozaki
    TLDR: I have an Openlayers map with a layer called 'track' I want to remove track and add track back in. I have an image 'imageFeature' on a layer that rotates on load to the direction being set. I want it to update this rotation that is set in 'styleMap' on a layer called 'tracking'. I set the var 'stylemap' to apply the external image & rotation. The 'imageFeature' is added to the layer at the coords specified. 'imageFeature' is removed. 'imageFeature' is added again in its new location. Rotation is not applied.. As the 'styleMap' applies to the layer I think that I have to remove the layer and add it again rather than just the 'imageFeature' Layer: var tracking = new OpenLayers.Layer.GML("Tracking", "coordinates.json", { format: OpenLayers.Format.GeoJSON, styleMap: styleMap }); styleMap: var styleMap = new OpenLayers.StyleMap({ fillOpacity: 1, pointRadius: 10, rotation: heading, }); Now wrapped in a timed function the imageFeature: map.layers[3].addFeatures(new OpenLayers.Feature.Vector( new OpenLayers.Geometry.Point(longitude, latitude), {rotation: heading, type: parseInt(Math.random() * 3)} )); Type refers to a lookup of 1 of 3 images.: styleMap.addUniqueValueRules("default", "type", lookup); var lookup = { 0: {externalGraphic: "Image1.png", rotation: heading}, 1: {externalGraphic: "Image2.png", rotation: heading}, 2: {externalGraphic: "Image3.png", rotation: heading} } I have tried the 'redraw()' function: but it returns "tracking is undefined" or "map.layers[2]" is undefined. tracking.redraw(true); map.layers[2].redraw(true); Heading is a variable: from a JSON feed. var heading = 13.542; But so far can't get anything to work it will only rotate the image onload. The image will move in coordinates as it should though. So what am I doing wrong with the redraw function or how can I get this image to rotate live? Thanks in advance -Ozaki Add: I managed to get map.layers[2].redraw(true); to sucessfully redraw layer 2. But it still does not update the rotation. I am thinking because the stylemap is updating. But it runs through the style map every n sec, but no updates to rotation and the variable for heading is updating correctly if i put a watch on it in firebug.

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  • Python Memory leak - Solved, but still puzzled

    - by disappearedng
    Dear everyone, I have successfully debugged my own memory leak problems. However, I have noticed some very strange occurence. for fid, fv in freqDic.iteritems(): outf.write(fid+"\t") #ID for i, term in enumerate(domain): #Vector tfidf = self.tf(term, fv) * self.idf( term, docFreqDic) if i == len(domain) - 1: outf.write("%f\n" % tfidf) else: outf.write("%f\t" % tfidf) outf.flush() print "Memory increased by", int(self.memory_mon.usage()) - startMemory outf.close() def tf(self, term, freqVector): total = freqVector[TOTAL] if total == 0: return 0 if term not in freqVector: ## When you don't have these lines memory leaks occurs return 0 ## return float(freqVector[term]) / freqVector[TOTAL] def idf(self, term, docFrequencyPerTerm): if term not in docFrequencyPerTerm: return 0 return math.log( float(docFrequencyPerTerm[TOTAL])/docFrequencyPerTerm[term]) Basically let me describe my problem: 1) I am doing tfidf calculations 2) I traced that the source of memory leaks is coming from defaultdict. 3) I am using the memory_mon from http://stackoverflow.com/questions/276052/how-to-get-current-cpu-and-ram-usage-in-python 4) The reason for my memory leaks is as follows: a) in self.tf, if the lines: if term not in freqVector: return 0 are not added that will cause the memory leak. (I verified this myself using memory_mon and noticed a sharp increase in memory that kept on increasing) The solution to my problem was 1) since fv is a defaultdict, any reference to it that are not found in fv will create an entry. Over a very large domain, this will cause memory leaks. I decided to use dict instead of default dict and the memory problem did go away. My only puzzle is: since fv is created in "for fid, fv in freqDic.iteritems():" shouldn't fv be destroyed at the end of every for loop? I tried putting gc.collect() at the end of the for loop but gc was not able to collect everything (returns 0). Yes, the hypothesis is right, but the memory should stay fairly consistent with ever for loop if for loops do destroy all temp variables. This is what it looks like with that two line in self.tf: Memory increased by 12 Memory increased by 948 Memory increased by 28 Memory increased by 36 Memory increased by 36 Memory increased by 32 Memory increased by 28 Memory increased by 32 Memory increased by 32 Memory increased by 32 Memory increased by 40 Memory increased by 32 Memory increased by 32 Memory increased by 28 and without the the two line: Memory increased by 1652 Memory increased by 3576 Memory increased by 4220 Memory increased by 5760 Memory increased by 7296 Memory increased by 8840 Memory increased by 10456 Memory increased by 12824 Memory increased by 13460 Memory increased by 15000 Memory increased by 17448 Memory increased by 18084 Memory increased by 19628 Memory increased by 22080 Memory increased by 22708 Memory increased by 24248 Memory increased by 26704 Memory increased by 27332 Memory increased by 28864 Memory increased by 30404 Memory increased by 32856 Memory increased by 33552 Memory increased by 35024 Memory increased by 36564 Memory increased by 39016 Memory increased by 39924 Memory increased by 42104 Memory increased by 42724 Memory increased by 44268 Memory increased by 46720 Memory increased by 47352 Memory increased by 48952 Memory increased by 50428 Memory increased by 51964 Memory increased by 53508 Memory increased by 55960 Memory increased by 56584 Memory increased by 58404 Memory increased by 59668 Memory increased by 61208 Memory increased by 62744 Memory increased by 64400 I look forward to your answer

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  • Using JAXB to unmarshal/marshal a List<String> - Inheritance

    - by gerry
    I've build the following case. An interface for all JAXBLists: public interface JaxbList<T> { public abstract List<T> getList(); } And an base implementation: @XmlRootElement(name="list") public class JaxbBaseList<T> implements JaxbList<T>{ protected List<T> list; public JaxbBaseList(){} public JaxbBaseList(List<T> list){ this.list=list; } @XmlElement(name="item" ) public List<T> getList(){ return list; } } As well as an implementation for a list of URIs: @XmlRootElement(name="uris") public class JaxbUriList2 extends JaxbBaseList<String> { public JaxbUriList2() { super(); } public JaxbUriList2(List<String> list){ super(list); } @Override @XmlElement(name="uri") public List<String> getList() { return list; } } And I'm using the List in the following way: public JaxbList<String> init(@QueryParam("amount") int amount){ List<String> entityList = new Vector<String>(); ... enityList.add("http://uri"); ... return new JaxbUriList2(entityList); } I thought the output should be: <uris> <uri> http://uri </uri> ... </uris> But it is something like this: <uris> <item xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xs="http://www.w3.org/2001/XMLSchema" xsi:type="xs:string"> http://uri </item> ... <uri> http://uri </uri> ... </uris> I think it has something to do with the inheritance, but I don't get it... What's the problem? - How can I fix it? Thanks in advance!

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  • 2d trajectory planning of a spaceship with physics.

    - by egarcia
    I'm implementing a 2D game with ships in space. In order to do it, I'm using LÖVE, which wraps Box2D with Lua. But I believe that my question can be answered by anyone with a greater understanding of physics than myself - so pseudo code is accepted as a response. My problem is that I don't know how to move my spaceships properly on a 2D physics-enabled world. More concretely: A ship of mass m is located at an initial position {x, y}. It has an initial velocity vector of {vx, vy} (can be {0,0}). The objective is a point in {xo,yo}. The ship has to reach the objective having a velocity of {vxo, vyo} (or near it), following the shortest trajectory. There's a function called update(dt) that is called frequently (i.e. 30 times per second). On this function, the ship can modify its position and trajectory, by applying "impulses" to itself. The magnitude of the impulses is binary: you can either apply it in a given direction, or not to apply it at all). In code, it looks like this: def Ship:update(dt) m = self:getMass() x,y = self:getPosition() vx,vy = self.getLinearVelocity() xo,yo = self:getTargetPosition() vxo,vyo = self:getTargetVelocity() thrust = self:getThrust() if(???) angle = ??? self:applyImpulse(math.sin(angle)*thrust, math.cos(angle)*thrust)) end end The first ??? is there to indicate that in some occasions (I guess) it would be better to "not to impulse" and leave the ship "drift". The second ??? part consists on how to calculate the impulse angle on a given dt. We are in space, so we can ignore things like air friction. Although it would be very nice, I'm not looking for someone to code this for me; I put the code there so my problem is clearly understood. What I need is an strategy - a way of attacking this. I know some basic physics, but I'm no expert. For example, does this problem have a name? That sort of thing. Thanks a lot.

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  • How to optimize my PageRank calculation?

    - by asmaier
    In the book Programming Collective Intelligence I found the following function to compute the PageRank: def calculatepagerank(self,iterations=20): # clear out the current PageRank tables self.con.execute("drop table if exists pagerank") self.con.execute("create table pagerank(urlid primary key,score)") self.con.execute("create index prankidx on pagerank(urlid)") # initialize every url with a PageRank of 1.0 self.con.execute("insert into pagerank select rowid,1.0 from urllist") self.dbcommit() for i in range(iterations): print "Iteration %d" % i for (urlid,) in self.con.execute("select rowid from urllist"): pr=0.15 # Loop through all the pages that link to this one for (linker,) in self.con.execute("select distinct fromid from link where toid=%d" % urlid): # Get the PageRank of the linker linkingpr=self.con.execute("select score from pagerank where urlid=%d" % linker).fetchone()[0] # Get the total number of links from the linker linkingcount=self.con.execute("select count(*) from link where fromid=%d" % linker).fetchone()[0] pr+=0.85*(linkingpr/linkingcount) self.con.execute("update pagerank set score=%f where urlid=%d" % (pr,urlid)) self.dbcommit() However, this function is very slow, because of all the SQL queries in every iteration >>> import cProfile >>> cProfile.run("crawler.calculatepagerank()") 2262510 function calls in 136.006 CPU seconds Ordered by: standard name ncalls tottime percall cumtime percall filename:lineno(function) 1 0.000 0.000 136.006 136.006 <string>:1(<module>) 1 20.826 20.826 136.006 136.006 searchengine.py:179(calculatepagerank) 21 0.000 0.000 0.528 0.025 searchengine.py:27(dbcommit) 21 0.528 0.025 0.528 0.025 {method 'commit' of 'sqlite3.Connecti 1 0.000 0.000 0.000 0.000 {method 'disable' of '_lsprof.Profiler 1339864 112.602 0.000 112.602 0.000 {method 'execute' of 'sqlite3.Connec 922600 2.050 0.000 2.050 0.000 {method 'fetchone' of 'sqlite3.Cursor' 1 0.000 0.000 0.000 0.000 {range} So I optimized the function and came up with this: def calculatepagerank2(self,iterations=20): # clear out the current PageRank tables self.con.execute("drop table if exists pagerank") self.con.execute("create table pagerank(urlid primary key,score)") self.con.execute("create index prankidx on pagerank(urlid)") # initialize every url with a PageRank of 1.0 self.con.execute("insert into pagerank select rowid,1.0 from urllist") self.dbcommit() inlinks={} numoutlinks={} pagerank={} for (urlid,) in self.con.execute("select rowid from urllist"): inlinks[urlid]=[] numoutlinks[urlid]=0 # Initialize pagerank vector with 1.0 pagerank[urlid]=1.0 # Loop through all the pages that link to this one for (inlink,) in self.con.execute("select distinct fromid from link where toid=%d" % urlid): inlinks[urlid].append(inlink) # get number of outgoing links from a page numoutlinks[urlid]=self.con.execute("select count(*) from link where fromid=%d" % urlid).fetchone()[0] for i in range(iterations): print "Iteration %d" % i for urlid in pagerank: pr=0.15 for link in inlinks[urlid]: linkpr=pagerank[link] linkcount=numoutlinks[link] pr+=0.85*(linkpr/linkcount) pagerank[urlid]=pr for urlid in pagerank: self.con.execute("update pagerank set score=%f where urlid=%d" % (pagerank[urlid],urlid)) self.dbcommit() This function is 20 times faster (but uses a lot more memory for all the temporary dictionaries) because it avoids the unnecessary SQL queries in every iteration: >>> cProfile.run("crawler.calculatepagerank2()") 64802 function calls in 6.950 CPU seconds Ordered by: standard name ncalls tottime percall cumtime percall filename:lineno(function) 1 0.004 0.004 6.950 6.950 <string>:1(<module>) 1 1.004 1.004 6.946 6.946 searchengine.py:207(calculatepagerank2 2 0.000 0.000 0.104 0.052 searchengine.py:27(dbcommit) 23065 0.012 0.000 0.012 0.000 {meth 'append' of 'list' objects} 2 0.104 0.052 0.104 0.052 {meth 'commit' of 'sqlite3.Connection 1 0.000 0.000 0.000 0.000 {meth 'disable' of '_lsprof.Profiler' 31298 5.809 0.000 5.809 0.000 {meth 'execute' of 'sqlite3.Connectio 10431 0.018 0.000 0.018 0.000 {method 'fetchone' of 'sqlite3.Cursor' 1 0.000 0.000 0.000 0.000 {range} But is it possible to further reduce the number of SQL queries to speed up the function even more?

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  • C# file Decryption - Bad Data

    - by Jon
    Hi all, I am in the process of rewriting an old application. The old app stored data in a scoreboard file that was encrypted with the following code: private const String SSecretKey = @"?B?n?Mj?"; public DataTable GetScoreboardFromFile() { FileInfo f = new FileInfo(scoreBoardLocation); if (!f.Exists) { return setupNewScoreBoard(); } DESCryptoServiceProvider DES = new DESCryptoServiceProvider(); //A 64 bit key and IV is required for this provider. //Set secret key For DES algorithm. DES.Key = ASCIIEncoding.ASCII.GetBytes(SSecretKey); //Set initialization vector. DES.IV = ASCIIEncoding.ASCII.GetBytes(SSecretKey); //Create a file stream to read the encrypted file back. FileStream fsread = new FileStream(scoreBoardLocation, FileMode.Open, FileAccess.Read); //Create a DES decryptor from the DES instance. ICryptoTransform desdecrypt = DES.CreateDecryptor(); //Create crypto stream set to read and do a //DES decryption transform on incoming bytes. CryptoStream cryptostreamDecr = new CryptoStream(fsread, desdecrypt, CryptoStreamMode.Read); DataTable dTable = new DataTable("scoreboard"); dTable.ReadXml(new StreamReader(cryptostreamDecr)); cryptostreamDecr.Close(); fsread.Close(); return dTable; } This works fine. I have copied the code into my new app so that I can create a legacy loader and convert the data into the new format. The problem is I get a "Bad Data" error: System.Security.Cryptography.CryptographicException was unhandled Message="Bad Data.\r\n" Source="mscorlib" The error fires at this line: dTable.ReadXml(new StreamReader(cryptostreamDecr)); The encrypted file was created today on the same machine with the old code. I guess that maybe the encryption / decryption process uses the application name / file or something and therefore means I can not open it. Does anyone have an idea as to: A) Be able explain why this isn't working? B) Offer a solution that would allow me to be able to open files that were created with the legacy application and be able to convert them please? Thank you

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  • IronPython and Nodebox in C#

    - by proxylittle
    My plan: I'm trying to setup my C# project to communicate with Nodebox to call a certain function which populates a graph and draws it in a new window. Current situation: [fixed... see Update2] I have already included all python-modules needed, but im still getting a Library 'GL' not found it seems that the pyglet module needs a reference to GL/gl.h, but can't find it due to IronPython behaviour. Requirement: The project needs to stay as small as possible without installing new packages. Thats why i have copied all my modules into the project-folder and would like to keep it that or a similar way. My question: Is there a certain workaround for my problem or a fix for the library-folder missmatch. Have read some articles about Tao-Opengl and OpenTK but can't find a good solution. Update1: Updated my sourcecode with a small pyglet window-rendering example. Problem is in pyglet and referenced c-Objects. How do i include them in my c# project to be called? No idea so far... experimenting alittle now. Keeping you updated. SampleCode C#: ScriptRuntimeSetup setup = Python.CreateRuntimeSetup(null); ScriptRuntime runtime = new ScriptRuntime(setup); ScriptEngine engine = Python.GetEngine(runtime); ScriptSource source = engine.CreateScriptSourceFromFile("test.py"); ScriptScope scope = engine.CreateScope(); source.Execute(scope); SampleCode Python (test.py): from nodebox.graphics import * from nodebox.graphics.physics import Vector, Boid, Flock, Obstacle flock = Flock(50, x=-50, y=-50, width=700, height=400) flock.sight(80) def draw(canvas): canvas.clear() flock.update(separation=0.4, cohesion=0.6, alignment=0.1, teleport=True) for boid in flock: push() translate(boid.x, boid.y) scale(0.5 + boid.depth) rotate(boid.heading) arrow(0, 0, 15) pop() canvas.size = 600, 300 def main(canvas): canvas.run(draw) Update2: Line 139 [pyglet/lib.py] sys.platform is not win32... there was the error. Fixed it by just using the line: from pyglet.gl.lib_wgl import link_GL, link_GLU, link_WGL Now the following Error: 'module' object has no attribute '_getframe' Kind of a pain to fix it. Updating with results... Update3: Fixed by adding following line right after first line in C#-Code: setup.Options["Frames"] = true; Current Problem: No module named unicodedata, but in Python26/DLLs is only a *.pyd file`. So.. how do i implement it now?!

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  • Any way to simulate MouseOver in WPF

    - by jpierson
    I'm working on a link control in WPF which fits the text with icon links case in the Windows UX Guide. What I want is to have some text within a hyperlink that appears to the right of some image. In my case I started off by using a TextBlock that contained a Hyperlink which then contained my image and some text. <TextBlock> <Hyperlink> <Rectangle Height="16" Width="16" Fill="{StaticResource MyIconBrush}" Stretch="UniformToFill" VerticalAlignment="Center" HorizontalAlignment="Left" /> <Run>My link text</Run> </Hyperlink> </TextBlock> The problem with this however was that the image being taller than my text produced an effect where the text was aligned to the bottom. Unfortunately I haven't found any way to control the vertical alignment within the TextBlock or within the Hyperlink so I've resorted to attempting an alternative layout where the Hyperlink and the Rectangle that represent my vector icon are separated in order to get them to align properly like shown below. <TextBlock> <Hyperlink> <StackPanel Orientation="Horizontal"> <Rectangle Height="16" Width="16" Fill="{StaticResource MyIconBrush}" Stretch="UniformToFill" VerticalAlignment="Center" HorizontalAlignment="Left" /> <TextBlock VerticalAlignment="Center"><Hyperlink>My link text<Hyperlink></TextBlock> </StackPanel> </Hyperlink> </TextBlock> The problem with this however is that now that my Icon and my Hyperlink are separated I don't get my MouseOver appearance of my link when I the mouse is over my icon and vise-versa. So this got me to thinking, how do I simulate MouseOver for a given control such with a checkbox where you get the MouseOver effect on the box when you actually mouse over it's associated text. I know in the HTML world the label element has a for attribute that can be used to specify which control it is labeling which will basically do what I'm looking for. Also I can imagine that in other scenarios it may be nice to have a label that when you mouse over shows a corresponding text box as if the mouse is over it and possibly when clicked focus is given to the corresponding text box as well. For now though I'm interested mainly in how to to get a label or label like element in WPF to act as a proxy for a given control in terms of it's MouseOver state. Also I would like to do this purely in XAML if possible.

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  • Is Ogre's use of Exceptions a good way of using them?

    - by identitycrisisuk
    I've managed to get through my C++ game programming career so far virtually never touching exceptions but recently I've been working on a project with the Ogre engine and I'm trying to learn properly. I've found a lot of good questions and answers here on the general usage of C++ exceptions but I'd like to get some outside opinions from here on whether Ogre's usage is good and how best to work with them. To start with, quoting from Ogre's documentation of it's own Exception class: OGRE never uses return values to indicate errors. Instead, if an error occurs, an exception is thrown, and this is the object that encapsulates the detail of the problem. The application using OGRE should always ensure that the exceptions are caught, so all OGRE engine functions should occur within a try{} catch(Ogre::Exception& e) {} block. Really? Every single Ogre function could throw an exception and be wrapped in a try/catch block? At present this is handled in our usage of it by a try/catch in main that will show a message box with the exception description before exiting. This can be a bit awkward for debugging though as you don't get a stack trace, just the function that threw the error - more important is the function from our code that called the Ogre function. If it was an assert in Ogre code then it would go straight to the code in the debugger and I'd be able to find out what's going on much easier - I don't know if I'm missing something that would allow me to debug exceptions already? I'm starting to add a few more try/catch blocks in our code now, generally thinking about whether it matters if the Ogre function throws an exception. If it's something that will stop everything working then let the main try/catch handle it and exit the program. If it's not of great importance then catch it just after the function call and let the program continue. One recent example of this was building up a vector of the vertex/fragment program parameters for materials applied to an entity - if a material didn't have any parameters then it would throw an exception, which I caught and then ignored as it didn't need to add to my list of parameters. Does this seem like a reasonable way of dealing with things? Any specific advice for working with Ogre is much appreciated.

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  • Resultant of a polynomial with x^n–1

    - by devin.omalley
    Resultant of a polynomial with x^n–1 (mod p) I am implementing the NTRUSign algorithm as described in http://grouper.ieee.org/groups/1363/lattPK/submissions/EESS1v2.pdf , section 2.2.7.1 which involves computing the resultant of a polynomial. I keep getting a zero vector for the resultant which is obviously incorrect. private static CompResResult compResMod(IntegerPolynomial f, int p) { int N = f.coeffs.length; IntegerPolynomial a = new IntegerPolynomial(N); a.coeffs[0] = -1; a.coeffs[N-1] = 1; IntegerPolynomial b = new IntegerPolynomial(f.coeffs); IntegerPolynomial v1 = new IntegerPolynomial(N); IntegerPolynomial v2 = new IntegerPolynomial(N); v2.coeffs[0] = 1; int da = a.degree(); int db = b.degree(); int ta = da; int c = 0; int r = 1; while (db > 0) { c = invert(b.coeffs[db], p); c = (c * a.coeffs[da]) % p; IntegerPolynomial cb = b.clone(); cb.mult(c); cb.shift(da - db); a.sub(cb, p); IntegerPolynomial v2c = v2.clone(); v2c.mult(c); v2c.shift(da - db); v1.sub(v2c, p); if (a.degree() < db) { r *= (int)Math.pow(b.coeffs[db], ta-a.degree()); r %= p; if (ta%2==1 && db%2==1) r = (-r) % p; IntegerPolynomial temp = a; a = b; b = temp; temp = v1; v1 = v2; v2 = temp; ta = db; } da = a.degree(); db = b.degree(); } r *= (int)Math.pow(b.coeffs[0], da); r %= p; c = invert(b.coeffs[0], p); v2.mult(c); v2.mult(r); v2.mod(p); return new CompResResult(v2, r); } There is pseudocode in http://www.crypto.rub.de/imperia/md/content/texte/theses/da_driessen.pdf which looks very similar. Why is my code not working? Are there any intermediate results I can check? I am not posting the IntegerPolynomial code because it isn't too interesting and I have unit tests for it that pass. CompResResult is just a simple "Java struct".

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