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  • Making sense of S.M.A.R.T

    - by James
    First of all, I think everyone knows that hard drives fail a lot more than the manufacturers would like to admit. Google did a study that indicates that certain raw data attributes that the S.M.A.R.T status of hard drives reports can have a strong correlation with the future failure of the drive. We find, for example, that after their first scan error, drives are 39 times more likely to fail within 60 days than drives with no such errors. First errors in re- allocations, offline reallocations, and probational counts are also strongly correlated to higher failure probabil- ities. Despite those strong correlations, we find that failure prediction models based on SMART parameters alone are likely to be severely limited in their prediction accuracy, given that a large fraction of our failed drives have shown no SMART error signals whatsoever. Seagate seems like it is trying to obscure this information about their drives by claiming that only their software can accurately determine the accurate status of their drive and by the way their software will not tell you the raw data values for the S.M.A.R.T attributes. Western digital has made no such claim to my knowledge but their status reporting tool does not appear to report raw data values either. I've been using HDtune and smartctl from smartmontools in order to gather the raw data values for each attribute. I've found that indeed... I am comparing apples to oranges when it comes to certain attributes. I've found for example that most Seagate drives will report that they have many millions of read errors while western digital 99% of the time shows 0 for read errors. I've also found that Seagate will report many millions of seek errors while Western Digital always seems to report 0. Now for my question. How do I normalize this data? Is Seagate producing millions of errors while Western digital is producing none? Wikipedia's article on S.M.A.R.T status says that manufacturers have different ways of reporting this data. Here is my hypothesis: I think I found a way to normalize (is that the right term?) the data. Seagate drives have an additional attribute that Western Digital drives do not have (Hardware ECC Recovered). When you subtract the Read error count from the ECC Recovered count, you'll probably end up with 0. This seems to be equivalent to Western Digitals reported "Read Error" count. This means that Western Digital only reports read errors that it cannot correct while Seagate counts up all read errors and tells you how many of those it was able to fix. I had a Seagate drive where the ECC Recovered count was less than the Read error count and I noticed that many of my files were becoming corrupt. This is how I came up with my hypothesis. The millions of seek errors that Seagate produces are still a mystery to me. Please confirm or correct my hypothesis if you have additional information. Here is the smart status of my western digital drive just so you can see what I'm talking about: james@ubuntu:~$ sudo smartctl -a /dev/sda smartctl version 5.38 [x86_64-unknown-linux-gnu] Copyright (C) 2002-8 Bruce Allen Home page is http://smartmontools.sourceforge.net/ === START OF INFORMATION SECTION === Device Model: WDC WD1001FALS-00E3A0 Serial Number: WD-WCATR0258512 Firmware Version: 05.01D05 User Capacity: 1,000,204,886,016 bytes Device is: Not in smartctl database [for details use: -P showall] ATA Version is: 8 ATA Standard is: Exact ATA specification draft version not indicated Local Time is: Thu Jun 10 19:52:28 2010 PDT SMART support is: Available - device has SMART capability. SMART support is: Enabled === START OF READ SMART DATA SECTION === SMART overall-health self-assessment test result: PASSED SMART Attributes Data Structure revision number: 16 Vendor Specific SMART Attributes with Thresholds: ID# ATTRIBUTE_NAME FLAG VALUE WORST THRESH TYPE UPDATED WHEN_FAILED RAW_VALUE 1 Raw_Read_Error_Rate 0x002f 200 200 051 Pre-fail Always - 0 3 Spin_Up_Time 0x0027 179 175 021 Pre-fail Always - 4033 4 Start_Stop_Count 0x0032 100 100 000 Old_age Always - 270 5 Reallocated_Sector_Ct 0x0033 200 200 140 Pre-fail Always - 0 7 Seek_Error_Rate 0x002e 200 200 000 Old_age Always - 0 9 Power_On_Hours 0x0032 098 098 000 Old_age Always - 1468 10 Spin_Retry_Count 0x0032 100 100 000 Old_age Always - 0 11 Calibration_Retry_Count 0x0032 100 100 000 Old_age Always - 0 12 Power_Cycle_Count 0x0032 100 100 000 Old_age Always - 262 192 Power-Off_Retract_Count 0x0032 200 200 000 Old_age Always - 46 193 Load_Cycle_Count 0x0032 200 200 000 Old_age Always - 223 194 Temperature_Celsius 0x0022 105 102 000 Old_age Always - 42 196 Reallocated_Event_Count 0x0032 200 200 000 Old_age Always - 0 197 Current_Pending_Sector 0x0032 200 200 000 Old_age Always - 0 198 Offline_Uncorrectable 0x0030 200 200 000 Old_age Offline - 0 199 UDMA_CRC_Error_Count 0x0032 200 200 000 Old_age Always - 0 200 Multi_Zone_Error_Rate 0x0008 200 200 000 Old_age Offline - 0

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  • Acr.ExtDirect &ndash; Part 1 &ndash; Method Resolvers

    - by Allan Ritchie
    One of the most important things of any open source libraries in my opinion is to be as open as possible while avoiding having your library become invasive to your code/business model design.  I personally could never stand marking my business and/or data access code with attributes everywhere.  XML also isn’t really a fav with too many people these days since it comes with a startup performance hit and requires runtime compiling.  I find that there is a whole ton of communication libraries out there currently requiring this (ie. WCF, RIA, etc).  Even though Acr.ExtDirect comes with its own set of attributes, you can piggy-back the [ServiceContract] & [OperationContract] attributes from WCF if you choose.  It goes beyond that though, there are 2 others “out-of-the-box” implementations – Convention based & XML Configuration.    Convention – I don’t actually recommend using this one since it opens up all of your public instance methods to remote execution calls. XML Configuration – This isn’t so bad but requires you enter all of your methods and there operation types into the Castle XML configuration & as I said earlier, XML isn’t the fav these days.   So what are your options if you don’t like attributes, convention, or XML Configuration?  Well, Acr.ExtDirect has its own extension base to give the API a list of methods and components to make available for remote execution.  1: public interface IDirectMethodResolver { 2:   3: bool IsServiceType(ComponentModel model, Type type); 4: string GetNamespace(ComponentModel model); 5: string[] GetDirectMethodNames(ComponentModel model); 6: DirectMethodType GetMethodType(ComponentModel model, MethodInfo method); 7: }   Now to implement our own method resolver:   1: public class TestResolver : IDirectMethodResolver { 2:   3: #region IDirectMethodResolver Members 4:   5: /// <summary> 6: /// Determine if you are calling a service 7: /// </summary> 8: /// <param name="model"></param> 9: /// <param name="type"></param> 10: /// <returns></returns> 11: public bool IsServiceType(ComponentModel model, Type type) { 12: return (type.Namespace == "MyBLL.Data"); 13: } 14:   15: /// <summary> 16: /// Return the calling name for the client side 17: /// </summary> 18: /// <param name="model"></param> 19: /// <returns></returns> 20: public string GetNamespace(ComponentModel model) { 21: return model.Name; 22: } 23:   24: public string[] GetDirectMethodNames(ComponentModel model) { 25: switch (model.Name) { 26: case "Products" : 27: return new [] { 28: "GetProducts", 29: "LoadProduct", 30: "Save", 31: "Update" 32: }; 33:   34: case "Categories" : 35: return new [] { 36: "GetProducts" 37: }; 38:   39: default : 40: throw new ArgumentException("Invalid type"); 41: } 42: } 43:   44: public DirectMethodType GetMethodType(ComponentModel model, MethodInfo method) { 45: if (method.Name.StartsWith("Save") || method.Name.StartsWith("Update")) 46: return DirectMethodType.FormSubmit; 47: 48: else if (method.Name.StartsWith("Load")) 49: return DirectMethodType.FormLoad; 50:   51: else 52: return DirectMethodType.Direct; 53: } 54:   55: #endregion 56: }   And there you have it, your own custom method resolver.  Pretty easy and pretty open ended!

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  • How to calculate turn heading to a missile?

    - by Tony
    I have a missile that is shot from a ship at an angle, the missile then turns towards the target in an arc with a given turn radius. How do I determine the point on the arc when I need to start turning so the missile is heading straight for the target? EDIT What I need to do before I launch the missiles is calculate and draw the flight paths. So in the attached example the launch vehicle has a heading of 90 deg and the targets are behind it. Both missiles are launched at a relative heading of -45deg or + 45 deg to the launch vehicle's heading. The missiles initially turn towards the target with a known turn radius. I have to calculate the point at which the turn takes the missile to heading at which it will turn to directly attack the target. Obviously if the target is at or near 45 degrees then there is no initial turn the missile just goes straight for the target. After the missile is launched the map will also show the missile tracking on this line as indication of its flight path. What I am doing is working on a simulator which mimics operational software. So I need to draw the calculated flight path before I allow the missile to be launched. In this example the targets are behind the launch vehicle but the precalculated paths are drawn.

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  • Implementing a form of port knocking + Phone Factor = 2 Factor auth for RDP?

    - by jshin47
    I have been looking into how to secure a publicly-available RDP endpoint and want to implement our two-factor authentication RADIUS server, PhoneFactor. I would like to implement the following process: User opens up web app in browser In web app, user enters username + password, initiates RADIUS auth Phone factor calls user to complete auth Once user is authenticated, port 3389 is opened on user's IP on pfSense firewall. After some amount of time, firewall rule is removed for that IP I would like to know the following: Is this a typical setup? If it is a bad idea, please explain why. If it is possible, are there any packages that assist with this? Specifically, the third step, where the appropriate firewall rule would need to be added... Edit: I am aware of TS Web Gateway, but I want the users to be able to use the traditional RDP client...

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  • Pythonic use of the isinstance function?

    - by Pace
    Whenever I find myself wanting to use the isinstance() function I usually know that I'm doing something wrong and end up changing my ways. However, in this case I think I have a valid use for it. I will use shapes to illustrate my point although I am not actually working with shapes. I am parsing XML configuration files that look like the following: <square> <width>7</width> </square> <rectangle> <width>5</width> <height>7</height> </rectangle> <circle> <radius>4</radius> </circle> For each element I create an instance of the Shape class and build up a list of Shape objects in a class called the ShapeContainer. Different parts of the rest of my application need to refer to the ShapeContainer to get certain shapes. Depending on what the code is doing it might need just rectangles, or it might operate on all quadrangles, or it might operate on all shapes. I have created the following function in the ShapeContainer class (the actual function uses a list comprehension but I have expanded it here for readability): def locate(self, shapeClass): result = [] for shape in self.__shapes: if isinstance(shape,shapeClass): result.append(shape) return result Is this a valid use of the isinstance function? Is there another way I can do this which might be more pythonic?

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  • GLSL Shader Texture Performance

    - by Austin
    I currently have a project that renders OpenGL video using a vertex and fragment shader. The shaders work fine as-is, but in trying to add in texturing, I am running into performance issues and can't figure out why. Before adding texturing, my program ran just fine and loaded my CPU between 0%-4%. When adding texturing (specifically textures AND color -- noted by comment below), my CPU is 100% loaded. The only code I have added is the relevant texturing code to the shader, and the "glBindTexture()" calls to the rendering code. Here are my shaders and relevant rending code. Vertex Shader: #version 150 uniform mat4 mvMatrix; uniform mat4 mvpMatrix; uniform mat3 normalMatrix; uniform vec4 lightPosition; uniform float diffuseValue; layout(location = 0) in vec3 vertex; layout(location = 1) in vec3 color; layout(location = 2) in vec3 normal; layout(location = 3) in vec2 texCoord; smooth out VertData { vec3 color; vec3 normal; vec3 toLight; float diffuseValue; vec2 texCoord; } VertOut; void main(void) { gl_Position = mvpMatrix * vec4(vertex, 1.0); VertOut.normal = normalize(normalMatrix * normal); VertOut.toLight = normalize(vec3(mvMatrix * lightPosition - gl_Position)); VertOut.color = color; VertOut.diffuseValue = diffuseValue; VertOut.texCoord = texCoord; } Fragment Shader: #version 150 smooth in VertData { vec3 color; vec3 normal; vec3 toLight; float diffuseValue; vec2 texCoord; } VertIn; uniform sampler2D tex; layout(location = 0) out vec3 colorOut; void main(void) { float diffuseComp = max( dot(normalize(VertIn.normal), normalize(VertIn.toLight)) ), 0.0); vec4 color = texture2D(tex, VertIn.texCoord); colorOut = color.rgb * diffuseComp * VertIn.diffuseValue + color.rgb * (1 - VertIn.diffuseValue); // FOLLOWING LINE CAUSES PERFORMANCE ISSUES colorOut *= VertIn.color; } Relevant Rendering Code: // 3 textures have been successfully pre-loaded, and can be used // texture[0] is a 1x1 white texture to effectively turn off texturing glUseProgram(program); // Draw squares glBindTexture(GL_TEXTURE_2D, texture[1]); // Set attributes, uniforms, etc glDrawArrays(GL_QUADS, 0, 6*4); // Draw triangles glBindTexture(GL_TEXTURE_2D, texture[0]); // Set attributes, uniforms, etc glDrawArrays(GL_TRIANGLES, 0, 3*4); // Draw reference planes glBindTexture(GL_TEXTURE_2D, texture[0]); // Set attributes, uniforms, etc glDrawArrays(GL_LINES, 0, 4*81*2); // Draw terrain glBindTexture(GL_TEXTURE_2D, texture[2]); // Set attributes, uniforms, etc glDrawArrays(GL_TRIANGLES, 0, 501*501*6); // Release glBindTexture(GL_TEXTURE_2D, 0); glUseProgram(0); Any help is greatly appreciated!

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  • Camera Collision inside the room model

    - by sanddy
    I am having a problem in Calculating the camera collision for my Room model which consists of sofa, tables and other models. The users shall be moving the camera front, back, rotating so i need to make sure that the camera does not collide with any of the models with in the room. I have treated all my models inside the room by BoundingBox[] and the camera by BoundingSphere. So, far i have implemented collision by looking into the tutorial from http://www.toymaker.info/Games/XNA/html/xna_model_collisions.html which was great. But, I guess the problem lies in the Transformation part. I debugged and found some points to be at Vector(-XXX,-XXX,-XXX) where X is digit. Also i found my radius of some models where too large(in thousand, i just looked into its radius value before converting to BoundingBox). Do I need to scale the model for collision??? Below are my code:- On My LoadContent(): Matrix[] transforms = new Matrix[myModel.Bones.Count]; myModel.CopyAbsoluteBoneTransformsTo(transforms); int index = 0; box = new List<BoundingBox>(); BoundingBox worldModel = Utility.CalculateBoundingBox(myModel); foreach (ModelMesh mesh in myModel.Meshes) { Vector3[] obb = new Vector3[8]; worldModel.GetCorners(obb); Vector3[] asdf = (Vector3[])obb.Clone(); Vector3.Transform(obb, ref transforms[mesh.ParentBone.Index], obb); BoundingBox worldBox = BoundingBox.CreateFromPoints(obb); box.Add(worldBox); index++; } On CameraPosition Update: BoundingSphere bs = new BoundingSphere(this.cameraPos, 5.0f); if (RoomWalkthrough.Utility.CheckCollision(bs, bb)) { // Do Something } Please Help.

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  • Sending changes to a terrain heightmap over UDP

    - by Floomi
    This is a more conceptual, thinking-out-loud question than a technical one. I have a 3D heightmapped terrain as part of a multiplayer RTS that I would like to terraform over a network. The terraforming will be done by units within the gameworld; the player will paint a "target heightmap" that they'd like the current terrain to resemble and units will deform towards that on their own (a la Perimeter). Given my terrain is 257x257 vertices, the naive approach of sending heights when they change will flood the bandwidth very quickly - updating a quarter of the terrain every second will hit ~66kB/s. This is clearly way too much. My next thought was to move to a brush-based system, where you send e.g. the centre of a circle, its radius, and some function defining the influence of the brush from the centre going outwards. But even with reliable UDP the "start" and "stop" messages could still be delayed. I guess I could compare timestamps and compensate for this, although it'd likely mean that clients would deform verts too much on their local simulations and then have to smooth them back to the correct heights. I could also send absolute vert heights in the "start" and "stop" messages to guarantee correct data on the clients. Alternatively I could treat brushes in a similar way to units, and do the standard position + velocity + client-side prediction jazz on them, with the added stipulation that they deform terrain within a certain radius around them. The server could then intermittently do a pass and send (a subset of) recently updated verts to clients as and when there's bandwidth to spare. Any other suggestions, or indications that I'm on the right (or wrong!) track with any of these ideas would be greatly appreciated.

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  • Bomberman clone, how to do bombs?

    - by hustlerinc
    I'm playing around with a bomberman clone to learn game-developement. So far I've done tiles, movement, collision detection, and item pickup. I also have pseudo bombplacing (just graphics and collision, no real functionality). I've made a jsFiddle of the game with the functionality I currently have. The code in the fiddle is very ugly though. Scroll past the map and you find how I place bombs. Anyway, what I would like to do is an object, that has the general information about bombs like: function Bomb(){ this.radius = player.bombRadius; this.placeBomb = function (){ if(player.bombs != 0){ // place bomb } } this.explosion = function (){ // Explosion } } I don't really know how to fit it into the code though. Everytime I place a bomb, do I do var bomb = new Bomb(); or do i need to constantly have that in the script to be able to access it. How does the bomb do damage? Is it as simple as doing X,Y in all directions until radius runs out or object stops it? Can I use something like setTimeout(bomb.explosion, 3000) as timer? Any help is appreciated, be it a simple explanation of the theory or code examples based on the fiddle. When I tried the object way it breaks the code.

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  • freeradius maximum session time problem

    - by haw3d
    hello I'm using openvpn and free-radius for control user accounts. for maximum session time for an user, free-radius has sqlcounter.conf that control that, but after a connection has disconnected that is useful and cannot destroy a connection. for control account time dynamically i need another script that do that. but should anytime that a connection has established a trigger run. is anyway to fire a custom trigger or script when a connection has established? or any way to control session time dynamically?

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  • XNA shield effect with a Primative sphere problem

    - by Sparky41
    I'm having issue with a shield effect i'm trying to develop. I want to do a shield effect that surrounds part of a model like this: http://i.imgur.com/jPvrf.png I currently got this: http://i.imgur.com/Jdin7.png (The red likes are a simple texture a black background with a red cross in it, for testing purposes: http://i.imgur.com/ODtzk.png where the smaller cross in the middle shows the contact point) This sphere is drawn via a primitive (DrawIndexedPrimitives) This is how i calculate the pieces of the sphere using a class i've called Sphere (this class is based off the code here: http://xbox.create.msdn.com/en-US/education/catalog/sample/primitives_3d) public class Sphere { // During the process of constructing a primitive model, vertex // and index data is stored on the CPU in these managed lists. List vertices = new List(); List indices = new List(); // Once all the geometry has been specified, the InitializePrimitive // method copies the vertex and index data into these buffers, which // store it on the GPU ready for efficient rendering. VertexBuffer vertexBuffer; IndexBuffer indexBuffer; BasicEffect basicEffect; public Vector3 position = Vector3.Zero; public Matrix RotationMatrix = Matrix.Identity; public Texture2D texture; /// <summary> /// Constructs a new sphere primitive, /// with the specified size and tessellation level. /// </summary> public Sphere(float diameter, int tessellation, Texture2D text, float up, float down, float portstar, float frontback) { texture = text; if (tessellation < 3) throw new ArgumentOutOfRangeException("tessellation"); int verticalSegments = tessellation; int horizontalSegments = tessellation * 2; float radius = diameter / 2; // Start with a single vertex at the bottom of the sphere. AddVertex(Vector3.Down * ((radius / up) + 1), Vector3.Down, Vector2.Zero);//bottom position5 // Create rings of vertices at progressively higher latitudes. for (int i = 0; i < verticalSegments - 1; i++) { float latitude = ((i + 1) * MathHelper.Pi / verticalSegments) - MathHelper.PiOver2; float dy = (float)Math.Sin(latitude / up);//(up)5 float dxz = (float)Math.Cos(latitude); // Create a single ring of vertices at this latitude. for (int j = 0; j < horizontalSegments; j++) { float longitude = j * MathHelper.TwoPi / horizontalSegments; float dx = (float)(Math.Cos(longitude) * dxz) / portstar;//port and starboard (right)2 float dz = (float)(Math.Sin(longitude) * dxz) * frontback;//front and back1.4 Vector3 normal = new Vector3(dx, dy, dz); AddVertex(normal * radius, normal, new Vector2(j, i)); } } // Finish with a single vertex at the top of the sphere. AddVertex(Vector3.Up * ((radius / down) + 1), Vector3.Up, Vector2.One);//top position5 // Create a fan connecting the bottom vertex to the bottom latitude ring. for (int i = 0; i < horizontalSegments; i++) { AddIndex(0); AddIndex(1 + (i + 1) % horizontalSegments); AddIndex(1 + i); } // Fill the sphere body with triangles joining each pair of latitude rings. for (int i = 0; i < verticalSegments - 2; i++) { for (int j = 0; j < horizontalSegments; j++) { int nextI = i + 1; int nextJ = (j + 1) % horizontalSegments; AddIndex(1 + i * horizontalSegments + j); AddIndex(1 + i * horizontalSegments + nextJ); AddIndex(1 + nextI * horizontalSegments + j); AddIndex(1 + i * horizontalSegments + nextJ); AddIndex(1 + nextI * horizontalSegments + nextJ); AddIndex(1 + nextI * horizontalSegments + j); } } // Create a fan connecting the top vertex to the top latitude ring. for (int i = 0; i < horizontalSegments; i++) { AddIndex(CurrentVertex - 1); AddIndex(CurrentVertex - 2 - (i + 1) % horizontalSegments); AddIndex(CurrentVertex - 2 - i); } //InitializePrimitive(graphicsDevice); } /// <summary> /// Adds a new vertex to the primitive model. This should only be called /// during the initialization process, before InitializePrimitive. /// </summary> protected void AddVertex(Vector3 position, Vector3 normal, Vector2 texturecoordinate) { vertices.Add(new VertexPositionNormal(position, normal, texturecoordinate)); } /// <summary> /// Adds a new index to the primitive model. This should only be called /// during the initialization process, before InitializePrimitive. /// </summary> protected void AddIndex(int index) { if (index > ushort.MaxValue) throw new ArgumentOutOfRangeException("index"); indices.Add((ushort)index); } /// <summary> /// Queries the index of the current vertex. This starts at /// zero, and increments every time AddVertex is called. /// </summary> protected int CurrentVertex { get { return vertices.Count; } } public void InitializePrimitive(GraphicsDevice graphicsDevice) { // Create a vertex declaration, describing the format of our vertex data. // Create a vertex buffer, and copy our vertex data into it. vertexBuffer = new VertexBuffer(graphicsDevice, typeof(VertexPositionNormal), vertices.Count, BufferUsage.None); vertexBuffer.SetData(vertices.ToArray()); // Create an index buffer, and copy our index data into it. indexBuffer = new IndexBuffer(graphicsDevice, typeof(ushort), indices.Count, BufferUsage.None); indexBuffer.SetData(indices.ToArray()); // Create a BasicEffect, which will be used to render the primitive. basicEffect = new BasicEffect(graphicsDevice); //basicEffect.EnableDefaultLighting(); } /// <summary> /// Draws the primitive model, using the specified effect. Unlike the other /// Draw overload where you just specify the world/view/projection matrices /// and color, this method does not set any renderstates, so you must make /// sure all states are set to sensible values before you call it. /// </summary> public void Draw(Effect effect) { GraphicsDevice graphicsDevice = effect.GraphicsDevice; // Set our vertex declaration, vertex buffer, and index buffer. graphicsDevice.SetVertexBuffer(vertexBuffer); graphicsDevice.Indices = indexBuffer; graphicsDevice.BlendState = BlendState.Additive; foreach (EffectPass effectPass in effect.CurrentTechnique.Passes) { effectPass.Apply(); int primitiveCount = indices.Count / 3; graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vertices.Count, 0, primitiveCount); } graphicsDevice.BlendState = BlendState.Opaque; } /// <summary> /// Draws the primitive model, using a BasicEffect shader with default /// lighting. Unlike the other Draw overload where you specify a custom /// effect, this method sets important renderstates to sensible values /// for 3D model rendering, so you do not need to set these states before /// you call it. /// </summary> public void Draw(Camera camera, Color color) { // Set BasicEffect parameters. basicEffect.World = GetWorld(); basicEffect.View = camera.view; basicEffect.Projection = camera.projection; basicEffect.DiffuseColor = color.ToVector3(); basicEffect.TextureEnabled = true; basicEffect.Texture = texture; GraphicsDevice device = basicEffect.GraphicsDevice; device.DepthStencilState = DepthStencilState.Default; if (color.A < 255) { // Set renderstates for alpha blended rendering. device.BlendState = BlendState.AlphaBlend; } else { // Set renderstates for opaque rendering. device.BlendState = BlendState.Opaque; } // Draw the model, using BasicEffect. Draw(basicEffect); } public virtual Matrix GetWorld() { return /*world */ Matrix.CreateScale(1f) * RotationMatrix * Matrix.CreateTranslation(position); } } public struct VertexPositionNormal : IVertexType { public Vector3 Position; public Vector3 Normal; public Vector2 TextureCoordinate; /// <summary> /// Constructor. /// </summary> public VertexPositionNormal(Vector3 position, Vector3 normal, Vector2 textCoor) { Position = position; Normal = normal; TextureCoordinate = textCoor; } /// <summary> /// A VertexDeclaration object, which contains information about the vertex /// elements contained within this struct. /// </summary> public static readonly VertexDeclaration VertexDeclaration = new VertexDeclaration ( new VertexElement(0, VertexElementFormat.Vector3, VertexElementUsage.Position, 0), new VertexElement(12, VertexElementFormat.Vector3, VertexElementUsage.Normal, 0), new VertexElement(24, VertexElementFormat.Vector2, VertexElementUsage.TextureCoordinate, 0) ); VertexDeclaration IVertexType.VertexDeclaration { get { return VertexPositionNormal.VertexDeclaration; } } } A simple call to the class to initialise it. The Draw method is called in the master draw method in the Gamecomponent. My current thoughts on this are: The direction of the weapon hitting the ship is used to get the middle position for the texture Wrap a texture around the drawn sphere based on this point of contact Problem is i'm not sure how to do this. Can anyone help or if you have a better idea please tell me i'm open for opinion? :-) Thanks.

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  • How to rotate a sprite using multi-touch with AndEngine?

    - by 786
    I am new to Android game development. I am using AndEngine GLES-2. I have created a box with a sprite. This box is now draggable by using the code below. It works fine. But I want multi-touch on this: I want to rotate the sprite with two fingers on that box, and to keep it draggable. I've no idea how do do that, which way should I go? final float centerX = (CAMERA_WIDTH - this.mBox.getWidth()) / 2; final float centerY = (CAMERA_HEIGHT - this.mBox.getHeight()) / 2; Box = new Sprite(centerX, centerY, this.mBox, this.getVertexBufferObjectManager()) { public boolean onAreaTouched(TouchEvent pSceneTouchEvent, float pTouchAreaLocalX, float pTouchAreaLocalY) { this.setPosition(pSceneTouchEvent.getX() - this.getWidth()/ 2, pSceneTouchEvent.getY() - this.getHeight() / 2); float pValueX = pSceneTouchEvent.getX(); float pValueY = CAMERA_HEIGHT-pSceneTouchEvent.getY(); float dx = pValueX - gun.getX(); float dy = pValueY - gun.getY(); double Radius = Math.atan2(dy,dx); double Angle = Radius * 360 ; Box.setRotation((float)Math.toDegrees(Angle)); return true; }

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  • dynamic 2d texture creation in unity from script

    - by gman
    I'm coming from HTML5 and I'm used to having the 2D Canvas API I can use to generate textures. Is there anything similar in Unity3D? For example, let's say at runtime I want to render a circle, put 3 initials in the middle and then take the result and put that in a texture. In HTML5 I'd do this var initials = "GAT"; var textureWidth = 256; var textureHeight = 256; // create a canvas var c = document.createElement("canvas"); c.width = textureWidth; c.height = textureHeight; var ctx = c.getContext("2d"); // Set the origin to the center of the canvas ctx.translate(textureWidth / 2, textureHeight / 2); // Draw a yellow circle ctx.fillStyle = "rgb(255,255,0)"; // yellow ctx.beginPath(); var radius = (Math.min(textureWidth, textureHeight) - 2) / 2; ctx.arc(0, 0, radius, 0, Math.PI * 2, true); ctx.fill(); // Draw some black initials in the middle. ctx.fillStyle = "rgb(0,0,0)"; ctx.font = "60pt Arial"; ctx.textAlign = "center"; ctx.fillText(initials, 0, 30); // now I can make a texture from that var tex = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, tex); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, c); gl.generateMipmap(gl.TEXTURE_2D); I know I can edit individual pixels in a Unity texture but is there any higher level API for drawing to texture in unity?

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  • Happy Tau Day! (Or: How Some Mathematicians Think We Should Retire Pi) [Video]

    - by Jason Fitzpatrick
    When you were in school you learned all about Pi and its relationship to circles and turn-based geometry. Some mathematicians are rallying for a new lesson, on about Tau. Michael Hartl is a mathematician on a mission, a mission to get people away from using Pi and to start using Tau. His manifesto opens: Welcome to The Tau Manifesto. This manifesto is dedicated to one of the most important numbers in mathematics, perhaps the most important: the circle constant relating the circumference of a circle to its linear dimension. For millennia, the circle has been considered the most perfect of shapes, and the circle constant captures the geometry of the circle in a single number. Of course, the traditional choice of circle constant is p—but, as mathematician Bob Palais notes in his delightful article “p Is Wrong!”,1 p is wrong. It’s time to set things right. Why is Pi wrong? Among the arguments is that Tau is the ration of a circumference to the radius of a circle and defining circles by their radius is more natural and that Pi is a 2-factor number but with Tau everything is based of a single unit–three quarters of a turn around a Tau-defined circle is simply three quarters of a Tau radian. Watch the video above to see the Tau sequence (which begins 6.2831853071…) turned into a musical composition. For more information about Tau hit up the link below to read the manifesto. The Tau Manifesto [TauDay] HTG Explains: Photography with Film-Based CamerasHow to Clean Your Dirty Smartphone (Without Breaking Something)What is a Histogram, and How Can I Use it to Improve My Photos?

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  • Correcting Lighting in Stencil Reflections

    - by Reanimation
    I'm just playing around with OpenGL seeing how different methods of making shadows and reflections work. I've been following this tutorial which describes using GLUT_STENCIL's and MASK's to create a reasonable interpretation of a reflection. Following that and a bit of tweaking to get things to work, I've come up with the code below. Unfortunately, the lighting isn't correct when the reflection is created. glPushMatrix(); plane(); //draw plane that reflection appears on glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); glDepthMask(GL_FALSE); glEnable(GL_STENCIL_TEST); glStencilFunc(GL_ALWAYS, 1, 0xFFFFFFFF); glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); plane(); //draw plane that acts as clipping area for reflection glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glDepthMask(GL_TRUE); glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); glDisable(GL_DEPTH_TEST); glPushMatrix(); glScalef(1.0f, -1.0f, 1.0f); glTranslatef(0,2,0); glRotatef(180,0,1,0); sphere(radius, spherePos); //draw object that you want to have a reflection glPopMatrix(); glEnable(GL_DEPTH_TEST); glDisable(GL_STENCIL_TEST); sphere(radius, spherePos); //draw object that creates reflection glPopMatrix(); It looked really cool to start with, then I noticed that the light in the reflection isn't correct. I'm not sure that it's even a simple fix because effectively the reflection is also a sphere but I thought I'd ask here none-the-less. I've tried various rotations (seen above the first time the sphere is drawn) but it doesn't seem to work. I figure it needs to rotate around the Y and Z axis but that's not correct. Have I implemented the rotation wrong or is there a way to correct the lighting?

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  • Lerping to a center point while in motion

    - by Fibericon
    I have an enemy that initially flies in a circular motion, while facing away from the center point. This is how I achieve that: position.Y = (float)(Math.Cos(timeAlive * MathHelper.PiOver4) * radius + origin.Y); position.X = (float)(Math.Sin(timeAlive * MathHelper.PiOver4) * radius + origin.X); if (timeAlive < 5) { angle = (float)Math.Atan((0 - position.X) / (0 - position.Y)); if (0 < position.Y) RotationMatrix = Matrix.CreateRotationX(MathHelper.PiOver2) * Matrix.CreateRotationZ(-1 * angle); else RotationMatrix = Matrix.CreateRotationX(MathHelper.PiOver2) * Matrix.CreateRotationZ(MathHelper.Pi - angle); } That part works just fine. After five seconds of this, I want the enemy to turn inward, facing the center point. However, I've been trying to lerp to that point, since I don't want it to simply jump to the new rotation. Here's my code for trying to do that: else { float newAngle = -1 * (float)Math.Atan((0 - position.X) / (0 - position.Y)); angle = MathHelper.Lerp(angle, newAngle, (float)gameTime.ElapsedGameTime.Milliseconds / 1000); if (0 < position.Y) RotationMatrix = Matrix.CreateRotationX(MathHelper.PiOver2) * Matrix.CreateRotationZ(MathHelper.Pi - angle); else RotationMatrix = Matrix.CreateRotationX(MathHelper.PiOver2) * Matrix.CreateRotationZ(-1 * angle); } That doesn't work so fine. It seems like it's going to at first, but then it just sort of skips around. How can I achieve what I want here?

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  • Moving an object using its velocity on a closed curve

    - by Futaro
    I want that an object follows a path, in Peggle game there are some pegs that have movement in a closed path. How can i get the same result? I guess that I can use parametric curve but I need use the velocity and not the position (x, y). I use NAPE and I have this in my gameloop: //circunference angle = angle + 1*(Math.PI / 180); movableBall.position.x = radius * Math.cos(angle)+ h; movableBall.position.y = radius * Math.sin(angle)+ k; it's works but I can not control the velocity, each movableBall must have its own velocity. Besides, from docs of NAPE:"Setting the position of a body is equivalent to simply teleporting the body; for instance moving a kinematic body by position is not the way to go about things.." I want to use: movableBall.velocity.x =?? movableBall.velocity.y = ?? The final idea is to follow others paths like the Lemniscate of Bernoulli. Thanks!

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  • how to rotate a sprite using multi touch (andengine) in android?

    - by 786
    I am new to android game development. I am using andengine GLES-2. i have created sprite as a box. this box is now draggable by using this coding. it works fine. but i want multitouch on this which i want to rotate a sprite with 2 finger in that box and even it should be draggable. .... plz help someone by overwriting this code or by giving exact example of this doubt... i am trying this many days but no idea. final float centerX = (CAMERA_WIDTH - this.mBox.getWidth()) / 2; final float centerY = (CAMERA_HEIGHT - this.mBox.getHeight()) / 2; Box= new Sprite(centerX, centerY, this.mBox, this.getVertexBufferObjectManager()) { public boolean onAreaTouched(TouchEvent pSceneTouchEvent, float pTouchAreaLocalX, float pTouchAreaLocalY) { this.setPosition(pSceneTouchEvent.getX() - this.getWidth()/ 2, pSceneTouchEvent.getY() - this.getHeight() / 2); float pValueX = pSceneTouchEvent.getX(); float pValueY = CAMERA_HEIGHT-pSceneTouchEvent.getY(); float dx = pValueX - gun.getX(); float dy = pValueY - gun.getY(); double Radius = Math.atan2(dy,dx); double Angle = Radius * 360 ; Box.setRotation((float)Math.toDegrees(Angle)); return true; } thanks

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  • Python Mechanize unable to avoid redirect when Post

    - by Enric Geijo
    I am trying to crawl a site using mechanize. The site provides search results in different pages. When posting to get the next set of results, something is wrong and the server redirects me to the first page, asking mechanize to update the SearchSession Cookie. I have been debugging the requests using Firefox and they look quite the same, and I am unable to find the problem. Any suggestion? Below the requests: ----------- FIRST THE RIGHT SEQUENCE, USING TAMPER IN FIREFOX ------------------------- POST XXX/JobSearch/Results.aspx?Keywords=Python&LTxt=London%2c+South+East&Radius=0&LIds2=ZV&clid=1621&cltypeid=2&clName=London Load Flags[LOAD_DOCUMENT_URI LOAD_INITIAL_DOCUMENT_URI ] Content Size[-1] Mime Type[text/html] Request Headers: Host[www.cwjobs.co.uk] User-Agent[Mozilla/5.0 (X11; U; Linux i686; en-US; rv:1.9.1.9) Gecko/20100401 Ubuntu/9.10 (karmic) Firefox/3.5.9] Accept[text/html,application/xhtml+xml,application/xml;q=0.9,/;q=0.8] Accept-Language[en-us,en;q=0.5] Accept-Encoding[gzip,deflate] Accept-Charset[ISO-8859-1,utf-8;q=0.7,*;q=0.7] Keep-Alive[300] Connection[keep-alive] Referer[XXX/JobSearch/Results.aspx?Keywords=Python&LTxt=London%2c+South+East&Radius=0&LIds2=ZV&clid=1621&cltypeid=2&clName=London] Cookie[ecos=774803468-0; AnonymousUser=MemberId=acc079dd-66b6-4081-9b07-60d6955ee8bf&IsAnonymous=True; PJBIPPOPUP=; WT_FPC=id=86.181.183.106-2262469600.30073025:lv=1272812851736:ss=1272812789362; SearchSession=SessionGuid=71de63de-3bd0-4787-895d-b6b9e7c93801&LogSource=NAT] Post Data: __EVENTTARGET[srpPager%24btnForward] __EVENTARGUMENT[] hdnSearchResults[BV%2CA%2CC0P5x%2COou-%2CB4S-%2CBuC-%2CDzx-%2CHwn-%2CKPP-%2CIVA-%2CC9D-%2CH6X-%2CH7x-%2CJ0x-%2CCvX-%2CCra-%2COHa-%2CHhP-%2CCoj-%2CBlM-%2CE9W-%2CIm8-%2CBqG-%2CPFy-%2CN%2Fm-%2Ceaa%2CCvj-%2CCtJ-%2CCr7-%2CBpu-%2Cmh%2CMb6-%2CJ%2Fk-%2CHY8-%2COJ7-%2CNtF-%2CEya-%2CErT-%2CEo4-%2CEKU-%2CDnL-%2CC5M-%2CCyB-%2CBsD-%2CBrc-%2CBpU-%2Col%2C30%2CC1%2Cd4N%2COo8-%2COi0-%2CLz%2F-%2CLxP-%2CFyp-%2CFVR-%2CEHL-%2CPrP-%2CLmE-%2CK3H-%2CKXJ-%2CFyn%2CIcq-%2CIco-%2CIK4-%2CIIg-%2CH2k-%2CH0N-%2CHwp-%2CHvF-%2CFij-%2CFhl-%2CCwj-%2CCb5-%2CCQj-%2CCQh-%2CB%2B2-%2CBc6-%2ChFo%2CNLq-%2CNI%2F-%2CFzM-%2Cdu-%2CHg2-%2CBug-%2CBse-%2CB9Q-] __VIEWSTATE[%2FwEPDwUKLTkyMzI2ODA4Ng9kFgYCBA8WBB4EaHJlZgWJAWh0dHA6Ly93d3cuY3dqb2JzLmNvLnVrL0pvYlNlYXJjaC9SU1MuYXNweD9LZXl3b3Jkcz1QeXRob24mTFR4dD1Mb25kb24lMmMrU291dGgrRWFzdCZSYWRpdXM9MCZMSWRzMj1aViZjbGlkPTE2MjEmY2x0eXBlaWQ9MiZjbE5hbWU9TG9uZG9uHgV0aXRsZQUkTGF0ZXN0IFB5dGhvbiBqb2JzIGZyb20gQ1dKb2JzLmNvLnVrZAIGDxYCHgRUZXh0BV48bGluayByZWw9ImNhbm9uaWNhbCIgaHJlZj0iaHR0cDovL3d3dy5jd2pvYnMuY28udWsvSm9iU2Vla2luZy9QeXRob25fTG9uZG9uX2wxNjIxX3QyLmh0bWwiIC8%2BZAIIEGRkFg4CBw8WAh8CBV9Zb3VyIHNlYXJjaCBvbiA8Yj5LZXl3b3JkczogUHl0aG9uOyBMb2NhdGlvbjogTG9uZG9uLCBTb3V0aCBFYXN0OyA8L2I%2BIHJldHVybmVkIDxiPjg1PC9iPiBqb2JzLmQCCQ8WAh4HVmlzaWJsZWhkAgsPFgIfAgUoVGhlIG1vc3QgcmVsZXZhbnQgam9icyBhcmUgbGlzdGVkIGZpcnN0LmQCEw8PFgIeC05hdmlnYXRlVXJsBQF%2BZGQCFQ9kFgYCBQ8PFgYfAgUGUHl0aG9uHgtEZWZhdWx0VGV4dAUMZS5nLiBhbmFseXN0HhNEZWZhdWx0VGV4dENzc0NsYXNzZWRkAgsPDxYGHwIFEkxvbmRvbiwgU291dGggRWFzdB8FBQllLmcuIEJhdGgfBmVkZAIRDxAPFgYeDURhdGFUZXh0RmllbGQFClJhZGl1c05hbWUeDkRhdGFWYWx1ZUZpZWxkBQZSYWRpdXMeC18hRGF0YUJvdW5kZ2QQFREHMCBtaWxlcwcyIG1pbGVzBzUgbWlsZXMIMTAgbWlsZXMIMTUgbWlsZXMIMjAgbWlsZXMIMjUgbWlsZXMIMzAgbWlsZXMIMzUgbWlsZXMINDAgbWlsZXMINDUgbWlsZXMINTAgbWlsZXMINjAgbWlsZXMINzAgbWlsZXMIODAgbWlsZXMIOTAgbWlsZXMJMTAwIG1pbGVzFREBMAEyATUCMTACMTUCMjACMjUCMzACMzUCNDACNDUCNTACNjACNzACODACOTADMTAwFCsDEWdnZ2dnZ2dnZ2dnZ2dnZ2dnZGQCFw9kFgQCAQ9kFgQCBA8QZA8WA2YCAQICFgMQBQhBbGwgam9icwUBMGcQBRlEaXJlY3QgZW1wbG95ZXIgam9icyBvbmx5BQEyZxAFEEFnZW5jeSBqb2JzIG9ubHkFATFnZGQCBg8QZA8WA2YCAQICFgMQBQlSZWxldmFuY2UFATFnEAUERGF0ZQUBMmcQBQZTYWxhcnkFATNnZGQCBQ8PFgYeClBhZ2VOdW1iZXICAh4PTnVtYmVyT2ZSZXN1bHRzAlUeDlJlc3VsdHNQZXJQYWdlAhRkZAIZDxYCHwNoZGQ%3D] Refinesearch%24txtKeywords[Python] Refinesearch%24txtLocation[London%2C+South+East] Refinesearch%24ddlRadius[0] ddlCompanyType[0] ddlSort[1] Response Headers: Cache-Control[private] Date[Sun, 02 May 2010 16:09:27 GMT] Content-Type[text/html; charset=utf-8] Expires[Sat, 02 May 2009 16:09:27 GMT] Server[Microsoft-IIS/6.0] X-SiteConHost[P310] X-Powered-By[ASP.NET] X-AspNet-Version[2.0.50727] Set-Cookie[SearchSession=SessionGuid=71de63de-3bd0-4787-895d-b6b9e7c93801&LogSource=NAT; path=/] Content-Encoding[gzip] Vary[Accept-Encoding] Transfer-Encoding[chunked] -------- NOW WHAT I'AM SENDING USING MECHANIZE, SOME HEADERS ADDED, ETC ----------- POST /JobSearch/Results.aspx?Keywords=Python&LTxt=London%2c+South+East&Radius=0&LIds2=ZV&clid=1621&cltypeid=2&clName=London HTTP/1.1\r\nContent-Length: 2424\r\n Accept-Language: en-us,en;q=0.5\r\n Accept-Encoding: gzip\r\n Host: www.cwjobs.co.uk\r\n Accept: text/html,application/xhtml+xml,application/xml;q=0.9,/;q=0.8\r\n Accept-Charset: ISO-8859-1,utf-8;q=0.7,*;q=0.7\r\n Connection: keep-alive\r\n Cookie: AnonymousUser=MemberId=8fa5ddd7-17ed-425e-b189-82693bfbaa0c&IsAnonymous=True; SearchSession=SessionGuid=33e4e439-c2d6-423f-900f-574099310d5a&LogSource=NAT\r\n Referer: XXX/JobSearch/Results.aspx?Keywords=Python&LTxt=London%2c+South+East&Radius=0&LIds2=ZV&clid=1621&cltypeid=2&clName=London\r\n Content-Type: application/x-www-form-urlencoded\r\n\r\n' '__EVENTTARGET=srpPager%24btnForward& __EVENTARGUMENT=& hdnSearchResults=BV%2CA%2CC0eif%2CMwc%2CM6s%2COou%2CK09%2CG4H%2CEZf%2CGTu%2CLrr%2CGuX%2CGs9%2CEz9%2CL5X%2CL9U%2ChU%2CHHf%2CMAL%2CNDi%2CJrY%2CGBy%2CM%2Bo%2CdE-%2CpI%2CtDI%2CL5L%2CL7l%2CL8z%2CM%2FA%2CPPP%2CCM0%2CEpK%2CHPy%2Cez%2C7p%2CJ2U%2CJ9b%2CJ%2F2%2CKea%2CLBj%2CLvi%2CL2t%2CM8r%2CM9S%2CM%2Fa%2CPRT%2CPgi%2Csg7%2CF6%2CI2F%2CJTd%2CO-%2CC0v%2CC3f%2CDCq%2CDxn%2CERl%2CUbV%2CGME%2CGMG%2CGd2%2CGgO%2CGyK%2CG0h%2CG4F%2CG5p%2CJGL%2CJHJ%2CKhj%2CL4L%2CMM1%2CMYL%2CMYN%2CMp4%2CNL0%2COrj%2CvuW%2CBdE%2CBfv%2CI1i%2CBCh-%2COLA%2CHH4%2CM6O%2CM8Q%2CMre& __VIEWSTATE=%2FwEPDwUKLTkyMzI2ODA4Ng9kFgYCBA8WBB4EaHJlZgWJAWh0dHA6Ly93d3cuY3dqb2JzLmNvLnVrL0pvYlNlYXJjaC9SU1MuYXNweD9LZXl3b3Jkcz1QeXRob24mTFR4dD1Mb25kb24lMmMrU291dGgrRWFzdCZSYWRpdXM9MCZMSWRzMj1aViZjbGlkPTE2MjEmY2x0eXBlaWQ9MiZjbE5hbWU9TG9uZG9uHgV0aXRsZQUkTGF0ZXN0IFB5dGhvbiBqb2JzIGZyb20gQ1dKb2JzLmNvLnVrZAIGDxYCHgRUZXh0BV48bGluayByZWw9ImNhbm9uaWNhbCIgaHJlZj0iaHR0cDovL3d3dy5jd2pvYnMuY28udWsvSm9iU2Vla2luZy9QeXRob25fTG9uZG9uX2wxNjIxX3QyLmh0bWwiIC8%2BZAIIEGRkFg4CBw8WAh8CBV9Zb3VyIHNlYXJjaCBvbiA8Yj5LZXl3b3JkczogUHl0aG9uOyBMb2NhdGlvbjogTG9uZG9uLCBTb3V0aCBFYXN0OyA8L2I%2BIHJldHVybmVkIDxiPjg1PC9iPiBqb2JzLmQCCQ8WAh4HVmlzaWJsZWhkAgsPFgIfAgUoVGhlIG1vc3QgcmVsZXZhbnQgam9icyBhcmUgbGlzdGVkIGZpcnN0LmQCEw8PFgIeC05hdmlnYXRlVXJsBQF%2BZGQCFQ9kFgYCBQ8PFgYfAgUGUHl0aG9uHgtEZWZhdWx0VGV4dAUMZS5nLiBhbmFseXN0HhNEZWZhdWx0VGV4dENzc0NsYXNzZWRkAgsPDxYGHwIFEkxvbmRvbiwgU291dGggRWFzdB8FBQllLmcuIEJhdGgfBmVkZAIRDxAPFgYeDURhdGFUZXh0RmllbGQFClJhZGl1c05hbWUeDkRhdGFWYWx1ZUZpZWxkBQZSYWRpdXMeC18hRGF0YUJvdW5kZ2QQFREHMCBtaWxlcwcyIG1pbGVzBzUgbWlsZXMIMTAgbWlsZXMIMTUgbWlsZXMIMjAgbWlsZXMIMjUgbWlsZXMIMzAgbWlsZXMIMzUgbWlsZXMINDAgbWlsZXMINDUgbWlsZXMINTAgbWlsZXMINjAgbWlsZXMINzAgbWlsZXMIODAgbWlsZXMIOTAgbWlsZXMJMTAwIG1pbGVzFREBMAEyATUCMTACMTUCMjACMjUCMzACMzUCNDACNDUCNTACNjACNzACODACOTADMTAwFCsDEWdnZ2dnZ2dnZ2dnZ2dnZ2dnZGQCFw9kFgQCAQ9kFgQCBA8QZA8WA2YCAQICFgMQBQhBbGwgam9icwUBMGcQBRlEaXJlY3QgZW1wbG95ZXIgam9icyBvbmx5BQEyZxAFEEFnZW5jeSBqb2JzIG9ubHkFATFnZGQCBg8QZA8WA2YCAQICFgMQBQlSZWxldmFuY2UFATFnEAUERGF0ZQUBMmcQBQZTYWxhcnkFATNnZGQCBQ8PFgYeClBhZ2VOdW1iZXICAR4PTnVtYmVyT2ZSZXN1bHRzAlUeDlJlc3VsdHNQZXJQYWdlAhRkZAIZDxYCHwNoZGQ%3D& Refinesearch%24txtKeywords=Python& Refinesearch%24txtLocation=London%2CSouth+East& Refinesearch%24ddlRadius=0& Refinesearch%24btnSearch=Search& ddlCompanyType=0& ddlSort=1'

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  • Drawing outlines around organic shapes

    - by ThunderChunky_SF
    One thing that seems particularly easy to do in the Flash IDE but difficult to do with code is to outline an organic shape. In the IDE you can just use the inkbucket tool to draw a stroke around something. Using nothing but code it seems much trickier. One method I've seen is to add a glow filter to the shape in question and just mess with the strength. But what if i want to only show the outline? What I'd like to do is to collect all of the points that make up the edge of the shape and then just connect the dots. I've actually gotten so far as to collect all of the points with a quick and dirty edge detection script that I wrote. So now I have a Vector of all the points that makeup my shape. How do I connect them in the proper sequence so it actually looks like the original object? For anyone who is interested here is my edge detection script: // Create a new sprite which we'll use for our outline var sp:Sprite = new Sprite(); var radius:int = 50; sp.graphics.beginFill(0x00FF00, 1); sp.graphics.drawCircle(0, 0, radius); sp.graphics.endFill(); sp.x = stage.stageWidth / 2; sp.y = stage.stageHeight / 2; // Create a bitmap data object to draw our vector data var bmd:BitmapData = new BitmapData(sp.width, sp.height, true, 0); // Use a transform matrix to translate the drawn clip so that none of its // pixels reside in negative space. The draw method will only draw starting // at 0,0 var mat:Matrix = new Matrix(1, 0, 0, 1, radius, radius); bmd.draw(sp, mat); // Pass the bitmap data to an actual bitmap var bmp:Bitmap = new Bitmap(bmd); // Add the bitmap to the stage addChild(bmp); // Grab all of the pixel data from the bitmap data object var pixels:Vector.<uint> = bmd.getVector(bmd.rect); // Setup a vector to hold our stroke points var points:Vector.<Point> = new Vector.<Point>; // Loop through all of the pixels of the bitmap data object and // create a point instance for each pixel location that isn't // transparent. var l:int = pixels.length; for(var i:int = 0; i < l; ++i) { // Check to see if the pixel is transparent if(pixels[i] != 0) { var pt:Point; // Check to see if the pixel is on the first or last // row. We'll grab everything from these rows to close the outline if(i <= bmp.width || i >= (bmp.width * bmp.height) - bmp.width) { pt = new Point(); pt.x = int(i % bmp.width); pt.y = int(i / bmp.width); points.push(pt); continue; } // Check to see if the current pixel is on either extreme edge if(int(i % bmp.width) == 0 || int(i % bmp.width) == bmp.width - 1) { pt = new Point(); pt.x = int(i % bmp.width); pt.y = int(i / bmp.width); points.push(pt); continue; } // Check to see if the previous or next pixel are transparent, // if so save the current one. if(i > 0 && i < bmp.width * bmp.height) { if(pixels[i - 1] == 0 || pixels[i + 1] == 0) { pt = new Point(); pt.x = int(i % bmp.width); pt.y = int(i / bmp.width); points.push(pt); } } } }

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  • Dynamically alter outter div as inner one gets bigger.

    - by Razor Storm
    I have two divs, one inside another. The outter one is called #wrapper, while the inner one is called #pad. Now #pad allows user input, and I have a javascript (jQuery) function that changes the content of #pad based on what the user input is. Sometimes, because of this function, #pad's content will cause the div to become more elongated than before. Now obviously I would wish for #wrapper to grow longer as well to accommodate this change in #pad's length. However, this does not occur. #wrapper { clear:both; padding-top:0.5em; /*padding-left:50px;*/ height: 100%; background-color: rgba(255,255,255,0.4); -moz-border-radius: 20px 20px 0px 0px; -webkit-border-radius: 20px 20px 0px 0px; border-radius: 20px 20px 0px 0px; } #pad { margin-top: 25px; -moz-border-radius: 5px; border: solid 1px #DDD; margin-left:25px; padding-left:25px; margin-right:25px; padding-right:25px; margin-bottom:2em; } This is the javascript function: function preview() { var id1=$("#input1").val(); var id2=$("#input2").val(); var id3=$("#input3").val(); var id4=$("#input4").val(); var id5=$("#input5").val(); if(id1!= null && id1!="") { if( $("#preview1").attr("src")!=id1) { $("#preview1").attr("src",id1); $("#preview1").fadeIn("slow"); } } else { $("#preview1").attr("src",""); $("#preview1").fadeOut("slow"); } if(id2!= null && id2!="") { if( $("#preview2").attr("src")!=id2) { $("#preview2").attr("src",id2); $("#preview2").fadeIn("slow"); } } else { $("#preview2").attr("src",""); $("#preview2").fadeOut("slow"); } if(id3!= null && id3!="") { if( $("#preview3").attr("src")!=id3) { $("#preview3").attr("src",id3); $("#preview3").fadeIn("slow"); } } else { $("#preview3").attr("src",""); $("#preview3").fadeOut("slow"); } if(id4!= null && id4!="") { if( $("#preview4").attr("src")!=id4) { $("#preview4").attr("src",id4); $("#preview4").fadeIn("slow"); } } else { $("#preview4").attr("src",""); $("#preview4").fadeOut("slow"); } if(id5!= null && id5!="") { if( $("#preview5").attr("src")!=id5) { $("#preview5").attr("src",id5); $("#preview5").fadeIn("slow"); } } else { $("#preview5").attr("src",""); $("#preview5").fadeOut("slow"); } setTimeout("preview()",1000); $("#wrapper").attr("height",$(document).attr("height")); } http://surveys.mylifeisberkeley.com/

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  • IndexOutOfBoundsException when updating a contact in contact list - Blackberry

    - by Taha
    Software and Simulator version i am using Blackberry Smartphone simulator: 2.13.0.65 Blackberry software version 5.0.0_5.0.0.14 I am looking at modifying contacts. Below is the code snippet i am using. I am getting a IndexOutOfBounds Exception at line String wtel = blackBerryContact.getString(BlackBerryContact.TEL, supportedAttributes[i]); Can someone advise what is going wrong here. Following is the code snippet ..... // Load the addressbook and let the user choose from list of contact BlackBerryContactList contactList = (BlackBerryContactList) PIM.getInstance().openPIMList(PIM.CONTACT_LIST,PIM.READ_WRITE); PIMItem pimItem = contactList.choose(); BlackBerryContact blackBerryContact = (BlackBerryContact)pimItem; PIMList pimList = blackBerryContact.getPIMList(); // get the supported attributes for Contact.TEL int[] supportedAttributes = pimList.getSupportedAttributes(Contact.TEL); Dialog.alert("Supported Attributes "+supportedAttributes.length); // gives me 8 for (int i=0; i < supportedAttributes.length;i++){ if(blackBerryContact.ATTR_WORK == supportedAttributes[i]){ Dialog.alert("updating Work"); // This alert is shown Dialog.alert("is supported "+ pimList.isSupportedAttribute(BlackBerryContact.TEL, supportedAttributes[i])+" "+pimList.getAttributeLabel(supportedAttributes[i])); // shows true and work String wtel = blackBerryContact.getString(BlackBerryContact.TEL, supportedAttributes[i]); // I get a IndexOutOfBounds Exception here if(wtel != ""){ pimItem.removeValue(BlackBerryContact.TEL, supportedAttributes[i]); } pimItem.addString( Contact.TEL, BlackBerryContact.ATTR_WORK, number); // passing the number that has to be updated if(pimItem.isModified()) { pimItem.commit(); Dialog.alert("Updated Work Number"); } } } ..... I want to update all the supported attributes for Contact.TEL field http://www.blackberry.com/developers/docs/5.0.0api/net/rim/blackberry/api/pdap/BlackBerryContact.html Field Values Per Field Supported Attributes ----------------------------------------------------------------------------- Contact.TEL 8 Contact.ATTR_WORK, Contact.ATTR_HOME, Contact.ATTR_MOBILE, Contact.ATTR_PAGER, Contact.ATTR_FAX, Contact.ATTR_OTHER, Contact.ATTR_HOME2, Contact.ATTR_WORK2

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  • Suggestions for displaying code on webpages, MUST use <br> for newline

    - by bguiz
    Hi, I want to post code snippets online (wordpress.com blog) - and have its whitespace formatted nicely. See the answers suggested by this other SO question: Those would be OK, except that I like to copy code to clip board or clip entire pages using Evernote - and they use either the <pre> tag or <table> (or both) to format the code. So I end up with text whose newlines and white spaces ignored, e.g. string url = "<a href=\"" + someObj.getUrl() + "\" target=\"_blank\">"; // single line comments // second single line override protected void OnLoad(EventArgs e) { if(Attributes["class"]&nbsp;!= null) { //_year.CssClass = _month.CssClass = _day.CssClass = Attributes["class"]; } base.OnLoad(e); } Which I find rather annoying myself. I find that if the code was formatted using <br> tags, they copy/ clip porperly, e.g. string url = "<a href=\"" + someObj.getUrl() + "\" target=\"_blank\">"; // single line comments // second single line override protected void OnLoad(EventArgs e) { if(Attributes["class"]&nbsp;!= null) { //_year.CssClass = _month.CssClass = _day.CssClass = Attributes["class"]; } base.OnLoad(e); } I find this annoying myself, so I don't want to inflict it upon others when I post my own code. Please suggest methods of posting code snippets online that are able to do this. I would like to emphasise that syntax highlighting capability is secondary to correct white space markup. Thank you

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  • How to access/use custom attribute in spring security based CAS client

    - by Bill Li
    I need send certain attributes(say, human readable user name) from server to client after a successful authentication. Server part was done. Now attribute was sent to client. From log, I can see: 2010-03-28 23:48:56,669 DEBUG Cas20ServiceTicketValidator:185 - Server response: [email protected] <cas:proxyGrantingTicket>PGTIOU-1-QZgcN61oAZcunsC9aKxj-cas</cas:proxyGrantingTicket> <cas:attributes> <cas:FullName>Test account 1</cas:FullName> </cas:attributes> </cas:authenticationSuccess> </cas:serviceResponse> Yet, I don't know how to access the attribute in client(I am using Spring security 2.0.5). In authenticationProvider, a userDetailsService is configured to read db for authenticated principal. <bean id="casAuthenticationProvider" class="org.springframework.security.providers.cas.CasAuthenticationProvider"> <sec:custom-authentication-provider /> <property name="userDetailsService" ref="clerkManager"/> <!-- other stuff goes here --> </bean> Now in my controller, I can easily do this: Clerk currentClerk = (Clerk)SecurityContextHolder.getContext().getAuthentication().getPrincipal(); Ideally, I can fill the attribute to this Clerk object as another property in some way. How to do this? Or what is recommended approach to share attributes across all apps under CAS's centralized nature?

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  • jstree will not fire onchange event

    - by vasion
    i have been really stuck on this. this is the code: js: var treeoptions={"data":{"type":"json","opts":{"url":"\/surveytags\/treejson"}}}; $('#treecontainer').tree(treeoptions); $("#treecontainer").tree({ callback : { ondblclk : function (node, tree) { alert(node.id); }, onmove : function (node,ref,type){ data= new Object(); data.node= new Object(); data.node.id = node.id; data.ref=new Object(); data.ref.id = ref.id; data.type = type; moveitem(data); }, onchange : function (){ alert('focused'); }, oncreate : function(node){ alert('create'); alert(node.data); } } }); this is the json: {"attributes":{"id":"1"},"data":{"title":"root"},"children":[{"attributes":{"id":"2"},"data":{"title":"blah"},"children":[{"attributes":{"id":"3"},"data":{"title":"tworows down"}},{"attributes":{"id":"4"},"data":{"title":"tooope"}}]}]} it loads. other events fire. BUT onchange will not...

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