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  • m23 vs webmin vs landscape vs whatever you can propose, I need software to mantain a bunch of debian

    - by marc.riera
    Hello, I know there is landscape from canonical, but it has some $$ costs. Als there is webmin, and it can be used as a cluster management tool. Also there is m23, probably the most usable and interesting peace of manager software. But, what would you suggest to install and use on following configuration: 1) 100 desktop users, against an AD with quest authentication services installed. (ubunt8.04,9.04,9.10,10.04) 2) 50 servers (debian sid, lenny , ubuntu 8.04 and 10.04) We work on different software, so each group of persons need different configurations, each server has different pourposses, nothing is clusterized. And we have a good enough backup software. So , my objectives are: - easy install (deploy) - good reporting - easy logonscripts for users - easy bootupscripts for servers Thanks all for reading, and more thanks for your time. Marc

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  • Camera frustum calculation coming out wrong

    - by Telanor
    I'm trying to calculate a view/projection/bounding frustum for the 6 directions of a point light and I'm having trouble with the views pointing along the Y axis. Our game uses a right-handed, Y-up system. For the other 4 directions I create the LookAt matrix using (0, 1, 0) as the up vector. Obviously that doesn't work when looking along the Y axis so for those I use an up vector of (-1, 0, 0) for -Y and (1, 0, 0) for +Y. The view matrix seems to come out correctly (and the projection matrix always stays the same), but the bounding frustum is definitely wrong. Can anyone see what I'm doing wrong? This is the code I'm using: camera.Projection = Matrix.PerspectiveFovRH((float)Math.PI / 2, ShadowMapSize / (float)ShadowMapSize, 1, 5); for(var i = 0; i < 6; i++) { var renderTargetView = shadowMap.GetRenderTargetView((TextureCubeFace)i); var up = DetermineLightUp((TextureCubeFace) i); var forward = DirectionToVector((TextureCubeFace) i); camera.View = Matrix.LookAtRH(this.Position, this.Position + forward, up); camera.BoundingFrustum = new BoundingFrustum(camera.View * camera.Projection); } private static Vector3 DirectionToVector(TextureCubeFace direction) { switch (direction) { case TextureCubeFace.NegativeX: return -Vector3.UnitX; case TextureCubeFace.NegativeY: return -Vector3.UnitY; case TextureCubeFace.NegativeZ: return -Vector3.UnitZ; case TextureCubeFace.PositiveX: return Vector3.UnitX; case TextureCubeFace.PositiveY: return Vector3.UnitY; case TextureCubeFace.PositiveZ: return Vector3.UnitZ; default: throw new ArgumentOutOfRangeException("direction"); } } private static Vector3 DetermineLightUp(TextureCubeFace direction) { switch (direction) { case TextureCubeFace.NegativeY: return -Vector3.UnitX; case TextureCubeFace.PositiveY: return Vector3.UnitX; default: return Vector3.UnitY; } } Edit: Here's what the values are coming out to for the PositiveX and PositiveY directions: Constants: Position = {X:0 Y:360 Z:0} camera.Projection = [M11:0.9999999 M12:0 M13:0 M14:0] [M21:0 M22:0.9999999 M23:0 M24:0] [M31:0 M32:0 M33:-1.25 M34:-1] [M41:0 M42:0 M43:-1.25 M44:0] PositiveX: up = {X:0 Y:1 Z:0} target = {X:1 Y:360 Z:0} camera.View = [M11:0 M12:0 M13:-1 M14:0] [M21:0 M22:1 M23:0 M24:0] [M31:1 M32:0 M33:0 M34:0] [M41:0 M42:-360 M43:0 M44:1] camera.BoundingFrustum: Matrix = [M11:0 M12:0 M13:1.25 M14:1] [M21:0 M22:0.9999999 M23:0 M24:0] [M31:0.9999999 M32:0 M33:0 M34:0] [M41:0 M42:-360 M43:-1.25 M44:0] Top = {A:0.7071068 B:-0.7071068 C:0 D:254.5584} Bottom = {A:0.7071068 B:0.7071068 C:0 D:-254.5584} Left = {A:0.7071068 B:0 C:0.7071068 D:0} Right = {A:0.7071068 B:0 C:-0.7071068 D:0} Near = {A:1 B:0 C:0 D:-1} Far = {A:-1 B:0 C:0 D:5} PositiveY: up = {X:0 Y:0 Z:-1} target = {X:0 Y:361 Z:0} camera.View = [M11:-1 M12:0 M13:0 M14:0] [M21:0 M22:0 M23:-1 M24:0] [M31:0 M32:-1 M33:0 M34:0] [M41:0 M42:0 M43:360 M44:1] camera.BoundingFrustum: Matrix = [M11:-0.9999999 M12:0 M13:0 M14:0] [M21:0 M22:0 M23:1.25 M24:1] [M31:0 M32:-0.9999999 M33:0 M34:0] [M41:0 M42:0 M43:-451.25 M44:-360] Top = {A:0 B:0.7071068 C:0.7071068 D:-254.5585} Bottom = {A:0 B:0.7071068 C:-0.7071068 D:-254.5585} Left = {A:-0.7071068 B:0.7071068 C:0 D:-254.5585} Right = {A:0.7071068 B:0.7071068 C:0 D:-254.5585} Near = {A:0 B:1 C:0 D:-361} Far = {A:0 B:-1 C:0 D:365} When I use the resulting BoundingFrustum to cull regions outside of it, this is the result: Pass PositiveX: Drew 3 regions Pass NegativeX: Drew 6 regions Pass PositiveY: Drew 400 regions Pass NegativeY: Drew 36 regions Pass PositiveZ: Drew 3 regions Pass NegativeZ: Drew 6 regions There are only 400 regions to draw and the light is in the center of them. As you can see, the PositiveY direction is drawing every single region. With the near/far planes of the perspective matrix set as small as they are, there's no way a single frustum could contain every single region.

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  • Bypass Credential dialog box of internet explorer

    - by m23
    My c# application opens the Internet explorer for different web URL/ domains. And I have all those credential information (username, password and domain name) stored in the database for each web application. Now how I can authenticate automatically without entering credential in “Network Credential” dialog box using code or bypass that dialog box? In other words I need to store those credential on system so no need to enter. I am using c#

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  • Need to translate a Rotation Matrix to Rotation y, x, z OpenGL & Jitter for 3D Game

    - by MineMan287
    I am using the Jitter Physics engine which gives a rotation matrix: M11 M12 M13 M21 M22 M23 M21 M32 M33 And I need it so OpenGL can use it for rotation GL.Rotate(xr, 1, 0, 0) GL.Rotate(yr, 0, 1, 0) GL.Rotate(zr, 0, 0, 1) Initially I Tried xr = M11 yr = M22 zr = M33 [1 0 0] [0 1 0] [0 0 1] Which did not work, please help, I have been struggling on this for days :( Re-Edit The blocks are stored in text files with Euler angles so it needs to be converted or the rendering engine will simply fail. I am now using the matrix in the text files. Example Block 1,1,1 'Size 0,0,0 'Position 255,255,255 'Colour 0,0,0,0,0,0,0,0,0 'Rotation Matrix

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  • Converting world space coordinate to screen space coordinate and getting incorrect range of values

    - by user1423893
    I'm attempting to convert from world space coordinates to screen space coordinates. I have the following code to transform my object position Vector3 screenSpacePoint = Vector3.Transform(object.WorldPosition, camera.ViewProjectionMatrix); The value does not appear to be in screen space coordinates and is not limited to a [-1, 1] range. What step have I missed out in the conversion process? EDIT: Projection Matrix Perspective(game.GraphicsDevice.Viewport.AspectRatio, nearClipPlaneZ, farClipPlaneZ); private void Perspective(float aspect_Ratio, float z_NearClipPlane, float z_FarClipPlane) { nearClipPlaneZ = z_NearClipPlane; farClipPlaneZ = z_FarClipPlane; float yZoom = 1f / (float)Math.Tan(fov * 0.5f); float xZoom = yZoom / aspect_Ratio; matrix_Projection.M11 = xZoom; matrix_Projection.M12 = 0f; matrix_Projection.M13 = 0f; matrix_Projection.M14 = 0f; matrix_Projection.M21 = 0f; matrix_Projection.M22 = yZoom; matrix_Projection.M23 = 0f; matrix_Projection.M24 = 0f; matrix_Projection.M31 = 0f; matrix_Projection.M32 = 0f; matrix_Projection.M33 = z_FarClipPlane / (nearClipPlaneZ - farClipPlaneZ); matrix_Projection.M34 = -1f; matrix_Projection.M41 = 0f; matrix_Projection.M42 = 0f; matrix_Projection.M43 = (nearClipPlaneZ * farClipPlaneZ) / (nearClipPlaneZ - farClipPlaneZ); matrix_Projection.M44 = 0f; } View Matrix // Make our view matrix Matrix.CreateFromQuaternion(ref orientation, out matrix_View); matrix_View.M41 = -Vector3.Dot(Right, position); matrix_View.M42 = -Vector3.Dot(Up, position); matrix_View.M43 = Vector3.Dot(Forward, position); matrix_View.M44 = 1f; // Create the combined view-projection matrix Matrix.Multiply(ref matrix_View, ref matrix_Projection, out matrix_ViewProj); // Update the bounding frustum boundingFrustum.SetMatrix(matrix_ViewProj);

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  • Matrices: Arrays or separate member variables?

    - by bjz
    I'm teaching myself 3D maths and in the process building my own rudimentary engine (of sorts). I was wondering what would be the best way to structure my matrix class. There are a few options: Separate member variables: struct Mat4 { float m11, m12, m13, m14, m21, m22, m23, m24, m31, m32, m33, m34, m41, m42, m43, m44; // methods } A multi-dimensional array: struct Mat4 { float[4][4] m; // methods } An array of vectors struct Mat4 { Vec4[4] m; // methods } I'm guessing there would be positives and negatives to each. From 3D Math Primer for Graphics and Game Development, 2nd Edition p.155: Matrices use 1-based indices, so the first row and column are numbered 1. For example, a12 (read “a one two,” not “a twelve”) is the element in the first row, second column. Notice that this is different from programming languages such as C++ and Java, which use 0-based array indices. A matrix does not have a column 0 or row 0. This difference in indexing can cause some confusion if matrices are stored using an actual array data type. For this reason, it’s common for classes that store small, fixed size matrices of the type used for geometric purposes to give each element its own named member variable, such as float a11, instead of using the language’s native array support with something like float elem[3][3]. So that's one vote for method one. Is this really the accepted way to do things? It seems rather unwieldy if the only benefit would be sticking with the conventional math notation.

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  • Numerically stable(ish) method of getting Y-intercept of mouse position?

    - by Fraser
    I'm trying to unproject the mouse position to get the position on the X-Z plane of a ray cast from the mouse. The camera is fully controllable by the user. Right now, the algorithm I'm using is... Unproject the mouse into the camera to get the ray: Vector3 p1 = Vector3.Unproject(new Vector3(x, y, 0), 0, 0, width, height, nearPlane, farPlane, viewProj; Vector3 p2 = Vector3.Unproject(new Vector3(x, y, 1), 0, 0, width, height, nearPlane, farPlane, viewProj); Vector3 dir = p2 - p1; dir.Normalize(); Ray ray = Ray(p1, dir); Then get the Y-intercept by using algebra: float t = -ray.Position.Y / ray.Direction.Y; Vector3 p = ray.Position + t * ray.Direction; The problem is that the projected position is "jumpy". As I make small adjustments to the mouse position, the projected point moves in strange ways. For example, if I move the mouse one pixel up, it will sometimes move the projected position down, but when I move it a second pixel, the project position will jump back to the mouse's location. The projected location is always close to where it should be, but it does not smoothly follow a moving mouse. The problem intensifies as I zoom the camera out. I believe the problem is caused by numeric instability. I can make minor improvements to this by doing some computations at double precision, and possibly abusing the fact that floating point calculations are done at 80-bit precision on x86, however before I start micro-optimizing this and getting deep into how the CLR handles floating point, I was wondering if there's an algorithmic change I can do to improve this? EDIT: A little snooping around in .NET Reflector on SlimDX.dll: public static Vector3 Unproject(Vector3 vector, float x, float y, float width, float height, float minZ, float maxZ, Matrix worldViewProjection) { Vector3 coordinate = new Vector3(); Matrix result = new Matrix(); Matrix.Invert(ref worldViewProjection, out result); coordinate.X = (float) ((((vector.X - x) / ((double) width)) * 2.0) - 1.0); coordinate.Y = (float) -((((vector.Y - y) / ((double) height)) * 2.0) - 1.0); coordinate.Z = (vector.Z - minZ) / (maxZ - minZ); TransformCoordinate(ref coordinate, ref result, out coordinate); return coordinate; } // ... public static void TransformCoordinate(ref Vector3 coordinate, ref Matrix transformation, out Vector3 result) { Vector3 vector; Vector4 vector2 = new Vector4 { X = (((coordinate.Y * transformation.M21) + (coordinate.X * transformation.M11)) + (coordinate.Z * transformation.M31)) + transformation.M41, Y = (((coordinate.Y * transformation.M22) + (coordinate.X * transformation.M12)) + (coordinate.Z * transformation.M32)) + transformation.M42, Z = (((coordinate.Y * transformation.M23) + (coordinate.X * transformation.M13)) + (coordinate.Z * transformation.M33)) + transformation.M43 }; float num = (float) (1.0 / ((((transformation.M24 * coordinate.Y) + (transformation.M14 * coordinate.X)) + (coordinate.Z * transformation.M34)) + transformation.M44)); vector2.W = num; vector.X = vector2.X * num; vector.Y = vector2.Y * num; vector.Z = vector2.Z * num; result = vector; } ...which seems to be a pretty standard method of unprojecting a point from a projection matrix, however this serves to introduce another point of possible instability. Still, I'd like to stick with the SlimDX Unproject routine rather than writing my own unless it's really necessary.

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  • How to cast C struct just another struct type if their memory size are equal?

    - by Eonil
    I have 2 matrix structs means equal data but have different form like these: // Matrix type 1. typedef float Scalar; typedef struct { Scalar e[4]; } Vector; typedef struct { Vector e[4]; } Matrix; // Matrix type 2 (you may know this if you're iPhone developer) struct CATransform3D { CGFloat m11, m12, m13, m14; CGFloat m21, m22, m23, m24; CGFloat m31, m32, m33, m34; CGFloat m41, m42, m43, m44; }; typedef struct CATransform3D CATransform3D; Their memory size are equal. So I believe there is a way to convert these types without any pointer operations or copy like this: // Implemented from external lib. CATransform3D CATransform3DMakeScale (CGFloat sx, CGFloat sy, CGFloat sz); Matrix m = (Matrix)CATransform3DMakeScale ( 1, 2, 3 ); Is this possible? Currently compiler prints an "error: conversion to non-scalar type requested" message.

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  • What is wrong with my XSLT for the XML File?

    - by atrueguy
    Actually my XML file has SVG info, and my Project lead wants me to develop an XSLT for the XMl file to convert it in to a PDF file. But when I try to do so I am failing to convert the XML file to PDF, can anyone help me out in this....... My Sample XML file <?xml version="1.0" encoding="ISO-8859-1"?> <!--<!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.1//EN" "http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd">--> <!-- Generator: Arbortext IsoDraw 7.0 --> <svg width="100%" height="100%" viewBox="0 0 214.819 278.002"> <g id="Standard_x0020_layer"/> <g id="Catalog"> <line stroke-width="0.353" stroke-linecap="butt" x1="5.839" y1="262.185" x2="209.039" y2="262.185"/> <text transform="matrix(0.984 0 0 0.93 183.515 265.271)" stroke="none" fill="#000000" font-family="'Helvetica'" font-size="3.174">© 2009 k Co.</text> <text transform="matrix(0.994 0 0 0.93 7.235 265.3)" stroke="none" fill="#000000" font-family="'Helvetica'" font-size="3.174">087156-8-</text> <text transform="matrix(0.995 0 0 0.93 21.708 265.357)" stroke="none" fill="#000000" font-family="'Helvetica'" font-size="3.174" font-weight="bold">AB</text> <text x="103.292" y="265.298" stroke="none" fill="#000000" font-family="'Helvetica'" font-size="3.174">P. 1/1</text> <g id="IC_TextBlock.1"> <g> <text transform="matrix(0.994 0 0 0.93 192.812 8.076)" stroke="none" fill="#000000" font-family="'Helvetica'" font-size="4.586" font-weight="bold">Fittings</text> <text transform="matrix(0.994 0 0 0.93 188.492 13.323)" stroke="none" fill="#000000" font-family="'Helvetica'" font-size="4.586" font-weight="bold">Raccords</text> <text transform="matrix(0.994 0 0 0.93 183.431 18.571)" stroke="none" fill="#000000" font-family="'Helvetica'" font-size="4.586" font-weight="bold">Conexiones</text> </g> </g> <g> <path stroke="none" fill="#000000" d="M26.507 12.628L26.507 4.977 28.599 4.977 28.599 10.673 30.946 10.673 30.946 12.628 26.507 12.628z"/> <path stroke="none" fill="#000000" d="M19.693 12.628L19.693 4.977 21.785 4.977 21.785 7.66 23.893 7.66 23.893 4.977 25.986 4.977 25.986 12.628 23.893 12.628 23.893 9.782 21.785 9.782 21.785 12.628 19.693 12.628z"/> <path stroke="none" fill="#000000" d="M12.587 4.977L9.566 8.621 13.019 12.631 10.25 12.63 7.905 9.9 7.9 9.9 7.9 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fill="#000000" d="M31.643 13.984L32.014 13.984 33.38 17.466 33.024 17.466 32.598 16.384 31.013 16.384 31.117 16.1 32.487 16.1 31.814 14.314 31.117 16.1 31.013 16.384 30.594 17.466 30.239 17.466 31.643 13.984z"/> <path stroke="none" fill="#000000" d="M33.695 13.984L35.292 13.984C35.866 13.984 36.35 14.262 36.35 14.891 36.35 15.33 36.121 15.691 35.671 15.778L35.671 15.788C36.125 15.846 36.256 16.16 36.28 16.574 36.296 16.812 36.296 17.291 36.442 17.466L36.076 17.466C35.993 17.329 35.993 17.071 35.984 16.925 35.954 16.437 35.915 15.896 35.286 15.919L34.029 15.919 34.029 15.637 35.267 15.637C35.671 15.637 36.018 15.384 36.018 14.96 36.018 14.535 35.765 14.266 35.267 14.266L34.029 14.266 34.029 15.637 34.029 15.919 34.029 17.466 33.695 17.466 33.695 13.984z"/> <path stroke="none" fill="#000000" d="M36.603 13.984L39.363 13.984 39.363 14.266 38.149 14.266 38.149 17.466 37.817 17.466 37.817 14.266 36.603 14.266 36.603 13.984z"/> <path stroke="none" fill="#000000" d="M39.847 16.32C39.832 17.038 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margin-left=".8in"/> <fo:region-before extent="1.5in"/> <fo:region-after extent="1.5in"/> <fo:region-start extent="1.5in"/> <fo:region-end extent="1.5in"/> </fo:simple-page-master> </fo:layout-master-set> <fo:page-sequence master-reference="simple"> <fo:flow flow-name="xsl-region-body"> <fo:block> <fo:instream-foreign-object xmlns:svg="http://www.w3.org/2000/svg"> <svg:svg height="100%" width="100%" viewBox="0 0 214.819 278.002"> <xsl:for-each select="svg/g/path"> <svg:g style="stroke:none;fill:#000000;stroke:black;"> <svg:path> <xsl:variable name="s"> <xsl:value-of select="translate(@d,' ','')"/> </xsl:variable> <xsl:attribute name="d"><xsl:value-of select="translate($s,',',' ')"/></xsl:attribute> </svg:path> </svg:g> </xsl:for-each> <xsl:for-each select="svg/g/text()"> <xsl:value-of select="."/> </xsl:for-each> <xsl:for-each select="svg/g/g/path"> <svg:g style="stroke:none;fill:#000000;stroke:black;"> <svg:path> <xsl:variable name="s"> <xsl:value-of select="translate(@d,' ','')"/> </xsl:variable> <xsl:attribute name="d"><xsl:value-of select="translate($s,',',' ')"/></xsl:attribute> </svg:path> </svg:g> </xsl:for-each> <xsl:for-each select="svg/g/g/g/path"> <svg:g style="stroke:none;fill:#000000;"> <svg:path> <xsl:variable name="s1"> <xsl:value-of select="translate(@d,' ','')"/> </xsl:variable> <xsl:attribute name="d"><xsl:value-of select="translate($s1,',',' ')"/></xsl:attribute> </svg:path> </svg:g> </xsl:for-each> <xsl:for-each select="svg/g/line"> <svg:g style="stroke-linecap:butt;"> <xsl:variable name="x1"> <xsl:value-of select="@x1"/> </xsl:variable> <xsl:variable name="y1"> <xsl:value-of select="@y1"/> </xsl:variable> <xsl:variable name="x2"> <xsl:value-of select="@x2"/> </xsl:variable> <xsl:variable name="y2"> <xsl:value-of select="@y2"/> </xsl:variable> <xsl:variable name="stroke-width"> <xsl:value-of select="@stroke-width"/> </xsl:variable> <svg:line x1="$x1" y1="$y1" x2="$x2" y2="$y2" stroke-width="$stroke-width" stroke="black" /> </svg:g> </xsl:for-each> </svg:svg> </fo:instream-foreign-object> </fo:block> </fo:flow> </fo:page-sequence> </fo:root> </xsl:template> </xsl:stylesheet> My Question I have developed the XSLT file for the XML, and I need to produce a pdf output after processing the xslt file. but I am not able to get the xml data in to my pdf. Please ask me if the information what I have provided is not sufficient, as I am bit new to Stackoverflow...

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