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  • Salesforce consuming XML and display data in Visualforce report

    - by JavaKungFu
    Firstly, this question requires a bit of introduction so please bear with me. The high level is that I am connecting to a outside web service which will return some XML to my apex controller. The idea is that I want to display the XML returned into a nice tabular format in a VisualForce page. The format of the XML coming back will look something like this: <Wrapper><reportTable name='table_id' title='Report Title'> <row> <Element1><![CDATA[campaign_id]]></Element1> <Element2><![CDATA[577373]]></Element2> <Element3><![CDATA[4129]]></Element3> <Element4 dataFormat='2' dataSuffix='%'><![CDATA[0.7151]]></Element4> <Element5><![CDATA[2010-04-04]]></Element5> <Element6><![CDATA[2010-05-03]]></Element6> </row> </reportTable> ... Now currently I am using the XMLdom utility class (developed by SF for XML functions) to map this data into a custom object "reportTable" which contains a list of "row" custom objects. The reason I am building it out this way is because I don't know how many elements will be in each row, nor the number of rows. The Visualforce page looks something like this: <table><apex:repeat value="{!reportTables}" var="table"> <apex:repeat value="{!table.rows}" var="row"> <tr> <apex:repeat value="{!row.ColumnValue}" var="column"> <apex:repeat value="{!column}" var="value"> <td> <apex:outputText value="{!value}" /> </td> </apex:repeat> </apex:repeat> </tr> </apex:repeat> Questions are: 1) Does this seem like a good approach to the problem? 2) Is there a simpler/better way to consume the XML besides writing my own custom objects to map VF to? Open to any and all suggestions. I really hope there is a better way than building the HTML table myself, as then I also have to deal with styling and alignment etc. Thanks.

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  • Printing out variables in c changes values of variables

    - by George Wilson
    I have an odd problem with some c-programme here. I was getting some wrong values in a matrix I was finding the determinant of and so I started printing variables - yet found that by printing values out the actual values in the code changed. I eventually narrowed it down to one specific printf statement - highlighted in the code below. If I comment out this line then I start getting incorrect values in my determinent calculations, yet by printing it out I get the value out I expect Code below: #include <math.h> #include <stdio.h> #include <stdlib.h> #define NUMBER 15 double determinant_calculation(int size, double array[NUMBER][NUMBER]); int main() { double array[NUMBER][NUMBER], determinant_value; int size; array[0][0]=1; array[0][1]=2; array[0][2]=3; array[1][0]=4; array[1][1]=5; array[1][2]=6; array[2][0]=7; array[2][1]=8; array[2][2]=10; size=3; determinant_value=determinant_calculation(size, array); printf("\n\n\n\n\n\nDeterminant value is %lf \n\n\n\n\n\n", determinant_value); return 0; } double determinant_calculation(int size, double array[NUMBER][NUMBER]) { double determinant_matrix[NUMBER][NUMBER], determinant_value; int x, y, count=0, sign=1, i, j; /*initialises the array*/ for (i=0; i<(NUMBER); i++) { for(j=0; j<(NUMBER); j++) { determinant_matrix[i][j]=0; } } /*does the re-cursion method*/ for (count=0; count<size; count++) { x=0; y=0; for (i=0; i<size; i++) { for(j=0; j<size; j++) { if (i!=0&&j!=count) { determinant_matrix[x][y]=array[i][j]; if (y<(size-2)) { y++; } else { y=0; x++; } } } } //commenting this for loop out changes the values of the code determinent prints -7 when commented out and -3 (expected) when included! for (i=0; i<size; i++) { for(j=0; j<size; j++){ printf("%lf ", determinant_matrix[i][j]); } printf("\n"); } if(size>2) { determinant_value+=sign*(array[0][count]*determinant_calculation(size-1 ,determinant_matrix)); } else { determinant_value+=sign*(array[0][count]*determinant_matrix[0][0]); } sign=-1*sign; } return (determinant_value); } I know its not the prettiest (or best way) of doing what I'm doing with this code but it's what I've been given - so can't make huge changes. I don't suppose anyone could explain why printing out the variables can actually change the values? or how to fix it because ideally i don't want to!!

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  • 12.04 tablet cursor jumps around when clicking

    - by Larry
    After updating to 12.04 i had to re-install wizardpen-driver (https://help.ubuntu.com/community/TabletSetupWizardpen) to use my Trust tablet. But now when I change the Coordinate Transformation Matrix to anything else but the identity matrix, moving the pen moves the cursor normally, but when I click (or press with the pen) the cursor jumps to the edge of the screen, seemingly depending on how I edit the matrix. I know the tablet isn't broken since this behaviour doesn't occur if I leave the matrix as an identity matrix, and the tablet works perfectly on Windows. -L

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  • MATLAB: What is an appropriate Data Structure for a Matrix with Random Variable Entries?

    - by user12707
    I'm working in an area that is related to simulation and trying to design a data structure that can include random variables within matrices. I am currently coding in MATLAB. To motivate this let me say I have the following matrix: [a b; c d] I want to find a data structure that will allow for a, b, c, d to be either real numbers or random variables. As an example, let's say that a = 1, b = -1, c = 2 but let d be a normally distributed random variable with mean 20 and SD 40. The data structure that I have in mind will give no value to d. However, I also want to be able to design a function that can take in the structure, simulate an uniform(0,1), obtain a value for d using an inverse CDF and then spit out an actual matrix. I have several ideas to do this (all related to the MATLAB icdf function) but would like to know how more experienced programmers would do it. In this application, it's important that the structure is as "lean" as possible since I will be working with very very large matrices and memory will be an issue.

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  • Render an SSRS report with a Map as an image map without actually having a ReportViewer on the page

    - by Erica Merchant
    I have a report that has a Map with spatial data. Clicking an object on that map sends you to other pages on the site. I have tried a few different ways of displaying the report: If I put a ReportViewer on the actual page, the page sometimes takes 10+ seconds to load, but the report viewer creates a fully operable image map. If I create a ReportViewer in the code behind, I can use the Render method to to format the report as HTML4.0 and get the streamids from which I can extract the image (painfully). This is pretty fast (1-2 seconds), but only gives me an image, no image map. I can get a very similar functionality as the above example by using rendering extensions on the report URL to create an image and then set an image's source to this url. This is the fastest method, but still does not create an image map. So is there a way to create an image map from the report without having to use the ReportViewer? Or a way to substantially speed up the Report Viewer?

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  • Getting the relative path to the rdlc report in my winform app.

    - by Mike Wills
    I am automatically creating a PDF from some of our reports in a month-end process. I am running into a problem where ReportViewer.LocalReport can't find my report. Within the project, the report files are in "(project root folder)/Reports/report.rdlc". How do I set ReportViewer.LocalReport.ReportPath so I can reference my report file? I would rather not set the full path because I don't know where it would be installed when installed on the client machines.

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  • Jasper Reports: How can i have multiple growing subreports in a report?

    - by Sandeep Jindal
    Hi, My Requirement is to show two sub reports in a Report. What I am doing is, I have created two sub-reports and put that into a report. But the issue is that, both the sub reports are growing (i.e. their height is not static as the number of records are variable). I just want the second sub=report to appear after the end of first sub-report. How can I achieve the same? Regards, Sandeep Jindal

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  • How can I generate a flat excel file from a .rdl report?

    - by NotDan
    I have a .rdl report that formats data as a report. I want to export that data to excel as a flat table with the raw data that was returned based on the params in the report. The default excel export looks just like the report which isn't what I want (I just want rows and columns). Is there an easy way to do this?

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  • How can I diff two files and report the section the diff occurs in?

    - by Les
    I have two text files with several sections in them. Each section has has a header with the section name (grep can extract all the section names without extracting anything else from the file). How can I report the differences between the two files AND report the section that the difference occurs in? I would also need to be able to report added/missing sections. Ideally, identical sections would not be mentioned in the report at all.

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  • Can I customize the Summary Network Report in Windows Server 2008?

    - by Xavier
    Hi Guys, We get a weekly Summary Network Report from our SBS 2008 server, delivered by email. The report contains many alerts. We want to ignore some of them so that the report is all green and any alert will stand out. For example, we want to ignore the alert regarding the firewall being off on the server. Is there a place where I can select what points to check and the level of some alerts (such as low remaining disk space), etc?

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  • Java Thread execution on same data

    - by AR89
    first of all here is the code, you can just copy an paste import java.util.ArrayList; public class RepetionCounter implements Runnable{ private int x; private int y; private int[][] matrix; private int xCounter; private int yCounter; private ArrayList<Thread> threadArray; private int rowIndex; private boolean[] countCompleted; public RepetionCounter(int x, int y, int [][]matrix) { this.x = x; this.y = y; this.matrix = matrix; this.threadArray = new ArrayList<Thread>(matrix.length); this.rowIndex = 0; for(int i = 0; i < matrix.length; i++){ threadArray.add(new Thread(this)); } countCompleted = new boolean[matrix.length]; } public void start(){ for (int i = 0; i < threadArray.size(); i++){ threadArray.get(i).start(); this.rowIndex++; } } public void count(int rowIndex) { for(int i = 0; i < matrix[rowIndex].length; i++){ if (matrix[rowIndex][i] == x){ this.xCounter++; } else if (matrix[rowIndex][i] == y){ this.yCounter++; } } } @Override public void run() { count(this.rowIndex); countCompleted[this.rowIndex] = true; } public int getxCounter() { return xCounter; } public void setxCounter(int xCounter) { this.xCounter = xCounter; } public int getyCounter() { return yCounter; } public void setyCounter(int yCounter) { this.yCounter = yCounter; } public boolean[] getCountCompleted() { return countCompleted; } public void setCountCompleted(boolean[] countCompleted) { this.countCompleted = countCompleted; } public static void main(String args[]){ int[][] matrix = {{0,2,1}, {2,3,4}, {3,2,0}}; RepetionCounter rc = new RepetionCounter(0, 2, matrix); rc.start(); boolean ready = false; while(!ready){ for(int i = 0; i < matrix.length; i++){ if (rc.getCountCompleted()[i]){ ready = true; } else { ready = false; } } } if (rc.getxCounter() > rc.getyCounter()){ System.out.println("Thre are more x than y"); } else {System.out.println("There are:"+rc.getxCounter()+" x and:"+rc.getyCounter()+" y"); } } } What I want this code to do: I give to the object a matrix and tow numbers, and I want to know how much times these two numbers occurs in the matrix. I create as many thread as the number of rows of the matrix (that' why there is that ArrayList), so in this object I have k threads (supposing k is the number of rows), each of them count the occurrences of the two numbers. The problem is: if I run it for the first time everything work, but if I try to execute it another time I get and IndexOutOfBoundException, or a bad count of the occurrences, the odd thing is that if I get the error, and modify the code, after that it will works again just for once. Can you explain to me why is this happening?

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  • exporting bind and keyframe bone poses from blender to use in OpenGL

    - by SaldaVonSchwartz
    I'm having a hard time trying to understand how exactly Blender's concept of bone transforms maps to the usual math of skinning (which I'm implementing in an OpenGL-based engine of sorts). Or I'm missing out something in the math.. It's gonna be long, but here's as much background as I can think of. First, a few notes and assumptions: I'm using column-major order and multiply from right to left. So for instance, vertex v transformed by matrix A and then further transformed by matrix B would be: v' = BAv. This also means whenever I export a matrix from blender through python, I export it (in text format) in 4 lines, each representing a column. This is so I can then I can read them back into my engine like this: if (fscanf(fileHandle, "%f %f %f %f", &skeleton.joints[currentJointIndex].inverseBindTransform.m[0], &skeleton.joints[currentJointIndex].inverseBindTransform.m[1], &skeleton.joints[currentJointIndex].inverseBindTransform.m[2], &skeleton.joints[currentJointIndex].inverseBindTransform.m[3])) { if (fscanf(fileHandle, "%f %f %f %f", &skeleton.joints[currentJointIndex].inverseBindTransform.m[4], &skeleton.joints[currentJointIndex].inverseBindTransform.m[5], &skeleton.joints[currentJointIndex].inverseBindTransform.m[6], &skeleton.joints[currentJointIndex].inverseBindTransform.m[7])) { if (fscanf(fileHandle, "%f %f %f %f", &skeleton.joints[currentJointIndex].inverseBindTransform.m[8], &skeleton.joints[currentJointIndex].inverseBindTransform.m[9], &skeleton.joints[currentJointIndex].inverseBindTransform.m[10], &skeleton.joints[currentJointIndex].inverseBindTransform.m[11])) { if (fscanf(fileHandle, "%f %f %f %f", &skeleton.joints[currentJointIndex].inverseBindTransform.m[12], &skeleton.joints[currentJointIndex].inverseBindTransform.m[13], &skeleton.joints[currentJointIndex].inverseBindTransform.m[14], &skeleton.joints[currentJointIndex].inverseBindTransform.m[15])) { I'm simplifying the code I show because otherwise it would make things unnecessarily harder (in the context of my question) to explain / follow. Please refrain from making remarks related to optimizations. This is not final code. Having said that, if I understand correctly, the basic idea of skinning/animation is: I have a a mesh made up of vertices I have the mesh model-world transform W I have my joints, which are really just transforms from each joint's space to its parent's space. I'll call these transforms Bj meaning matrix which takes from joint j's bind pose to joint j-1's bind pose. For each of these, I actually import their inverse to the engine, Bj^-1. I have keyframes each containing a set of current poses Cj for each joint J. These are initially imported to my engine in TQS format but after (S)LERPING them I compose them into Cj matrices which are equivalent to the Bjs (not the Bj^-1 ones) only that for the current spacial configurations of each joint at that frame. Given the above, the "skeletal animation algorithm is" On each frame: check how much time has elpased and compute the resulting current time in the animation, from 0 meaning frame 0 to 1, meaning the end of the animation. (Oh and I'm looping forever so the time is mod(total duration)) for each joint: 1 -calculate its world inverse bind pose, that is Bj_w^-1 = Bj^-1 Bj-1^-1 ... B0^-1 2 -use the current animation time to LERP the componets of the TQS and come up with an interpolated current pose matrix Cj which should transform from the joints current configuration space to world space. Similar to what I did to get the world version of the inverse bind poses, I come up with the joint's world current pose, Cj_w = C0 C1 ... Cj 3 -now that I have world versions of Bj and Cj, I store this joint's world- skinning matrix K_wj = Cj_w Bj_w^-1. The above is roughly implemented like so: - (void)update:(NSTimeInterval)elapsedTime { static double time = 0; time = fmod((time + elapsedTime),1.); uint16_t LERPKeyframeNumber = 60 * time; uint16_t lkeyframeNumber = 0; uint16_t lkeyframeIndex = 0; uint16_t rkeyframeNumber = 0; uint16_t rkeyframeIndex = 0; for (int i = 0; i < aClip.keyframesCount; i++) { uint16_t keyframeNumber = aClip.keyframes[i].number; if (keyframeNumber <= LERPKeyframeNumber) { lkeyframeIndex = i; lkeyframeNumber = keyframeNumber; } else { rkeyframeIndex = i; rkeyframeNumber = keyframeNumber; break; } } double lTime = lkeyframeNumber / 60.; double rTime = rkeyframeNumber / 60.; double blendFactor = (time - lTime) / (rTime - lTime); GLKMatrix4 bindPosePalette[aSkeleton.jointsCount]; GLKMatrix4 currentPosePalette[aSkeleton.jointsCount]; for (int i = 0; i < aSkeleton.jointsCount; i++) { F3DETQSType& lPose = aClip.keyframes[lkeyframeIndex].skeletonPose.jointPoses[i]; F3DETQSType& rPose = aClip.keyframes[rkeyframeIndex].skeletonPose.jointPoses[i]; GLKVector3 LERPTranslation = GLKVector3Lerp(lPose.t, rPose.t, blendFactor); GLKQuaternion SLERPRotation = GLKQuaternionSlerp(lPose.q, rPose.q, blendFactor); GLKVector3 LERPScaling = GLKVector3Lerp(lPose.s, rPose.s, blendFactor); GLKMatrix4 currentTransform = GLKMatrix4MakeWithQuaternion(SLERPRotation); currentTransform = GLKMatrix4Multiply(currentTransform, GLKMatrix4MakeTranslation(LERPTranslation.x, LERPTranslation.y, LERPTranslation.z)); currentTransform = GLKMatrix4Multiply(currentTransform, GLKMatrix4MakeScale(LERPScaling.x, LERPScaling.y, LERPScaling.z)); if (aSkeleton.joints[i].parentIndex == -1) { bindPosePalette[i] = aSkeleton.joints[i].inverseBindTransform; currentPosePalette[i] = currentTransform; } else { bindPosePalette[i] = GLKMatrix4Multiply(aSkeleton.joints[i].inverseBindTransform, bindPosePalette[aSkeleton.joints[i].parentIndex]); currentPosePalette[i] = GLKMatrix4Multiply(currentPosePalette[aSkeleton.joints[i].parentIndex], currentTransform); } aSkeleton.skinningPalette[i] = GLKMatrix4Multiply(currentPosePalette[i], bindPosePalette[i]); } } At this point, I should have my skinning palette. So on each frame in my vertex shader, I do: uniform mat4 modelMatrix; uniform mat4 projectionMatrix; uniform mat3 normalMatrix; uniform mat4 skinningPalette[6]; attribute vec4 position; attribute vec3 normal; attribute vec2 tCoordinates; attribute vec4 jointsWeights; attribute vec4 jointsIndices; varying highp vec2 tCoordinatesVarying; varying highp float lIntensity; void main() { vec3 eyeNormal = normalize(normalMatrix * normal); vec3 lightPosition = vec3(0., 0., 2.); lIntensity = max(0.0, dot(eyeNormal, normalize(lightPosition))); tCoordinatesVarying = tCoordinates; vec4 skinnedVertexPosition = vec4(0.); for (int i = 0; i < 4; i++) { skinnedVertexPosition += jointsWeights[i] * skinningPalette[int(jointsIndices[i])] * position; } gl_Position = projectionMatrix * modelMatrix * skinnedVertexPosition; } The result: The mesh parts that are supposed to animate do animate and follow the expected motion, however, the rotations are messed up in terms of orientations. That is, the mesh is not translated somewhere else or scaled in any way, but the orientations of rotations seem to be off. So a few observations: In the above shader notice I actually did not multiply the vertices by the mesh modelMatrix (the one which would take them to model or world or global space, whichever you prefer, since there is no parent to the mesh itself other than "the world") until after skinning. This is contrary to what I implied in the theory: if my skinning matrix takes vertices from model to joint and back to model space, I'd think the vertices should already be premultiplied by the mesh transform. But if I do so, I just get a black screen. As far as exporting the joints from Blender, my python script exports for each armature bone in bind pose, it's matrix in this way: def DFSJointTraversal(file, skeleton, jointList): for joint in jointList: poseJoint = skeleton.pose.bones[joint.name] jointTransform = poseJoint.matrix.inverted() file.write('Joint ' + joint.name + ' Transform {\n') for col in jointTransform.col: file.write('{:9f} {:9f} {:9f} {:9f}\n'.format(col[0], col[1], col[2], col[3])) DFSJointTraversal(file, skeleton, joint.children) file.write('}\n') And for current / keyframe poses (assuming I'm in the right keyframe): def exportAnimations(filepath): # Only one skeleton per scene objList = [object for object in bpy.context.scene.objects if object.type == 'ARMATURE'] if len(objList) == 0: return elif len(objList) > 1: return #raise exception? dialog box? skeleton = objList[0] jointNames = [bone.name for bone in skeleton.data.bones] for action in bpy.data.actions: # One animation clip per action in Blender, named as the action animationClipFilePath = filepath[0 : filepath.rindex('/') + 1] + action.name + ".aClip" file = open(animationClipFilePath, 'w') file.write('target skeleton: ' + skeleton.name + '\n') file.write('joints count: {:d}'.format(len(jointNames)) + '\n') skeleton.animation_data.action = action keyframeNum = max([len(fcurve.keyframe_points) for fcurve in action.fcurves]) keyframes = [] for fcurve in action.fcurves: for keyframe in fcurve.keyframe_points: keyframes.append(keyframe.co[0]) keyframes = set(keyframes) keyframes = [kf for kf in keyframes] keyframes.sort() file.write('keyframes count: {:d}'.format(len(keyframes)) + '\n') for kfIndex in keyframes: bpy.context.scene.frame_set(kfIndex) file.write('keyframe: {:d}\n'.format(int(kfIndex))) for i in range(0, len(skeleton.data.bones)): file.write('joint: {:d}\n'.format(i)) joint = skeleton.pose.bones[i] jointCurrentPoseTransform = joint.matrix translationV = jointCurrentPoseTransform.to_translation() rotationQ = jointCurrentPoseTransform.to_3x3().to_quaternion() scaleV = jointCurrentPoseTransform.to_scale() file.write('T {:9f} {:9f} {:9f}\n'.format(translationV[0], translationV[1], translationV[2])) file.write('Q {:9f} {:9f} {:9f} {:9f}\n'.format(rotationQ[1], rotationQ[2], rotationQ[3], rotationQ[0])) file.write('S {:9f} {:9f} {:9f}\n'.format(scaleV[0], scaleV[1], scaleV[2])) file.write('\n') file.close() Which I believe follow the theory explained at the beginning of my question. But then I checked out Blender's directX .x exporter for reference.. and what threw me off was that in the .x script they are exporting bind poses like so (transcribed using the same variable names I used so you can compare): if joint.parent: jointTransform = poseJoint.parent.matrix.inverted() else: jointTransform = Matrix() jointTransform *= poseJoint.matrix and exporting current keyframe poses like this: if joint.parent: jointCurrentPoseTransform = joint.parent.matrix.inverted() else: jointCurrentPoseTransform = Matrix() jointCurrentPoseTransform *= joint.matrix why are they using the parent's transform instead of the joint in question's? isn't the join transform assumed to exist in the context of a parent transform since after all it transforms from this joint's space to its parent's? Why are they concatenating in the same order for both bind poses and keyframe poses? If these two are then supposed to be concatenated with each other to cancel out the change of basis? Anyway, any ideas are appreciated.

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  • Model won't render in my XNA game

    - by Daniel Lopez
    I am trying to create a simple 3D game but things aren't working out as they should. For instance, the mode will not display. I created a class that does the rendering so I think that is where the problem lies. P.S I am using models from the MSDN website so I know the models are compatible with XNA. Code: class ModelRenderer { private float aspectratio; private Model model; private Vector3 camerapos; private Vector3 modelpos; private Matrix rotationy; float radiansy = 0; public ModelRenderer(Model m, float AspectRatio, Vector3 initial_pos, Vector3 initialcamerapos) { model = m; if (model.Meshes.Count == 0) { throw new Exception("Invalid model because it contains zero meshes!"); } modelpos = initial_pos; camerapos = initialcamerapos; aspectratio = AspectRatio; return; } public Vector3 CameraPosition { set { camerapos = value; } get { return camerapos; } } public Vector3 ModelPosition { set { modelpos = value; } get { return modelpos; } } public void RotateY(float radians) { radiansy += radians; rotationy = Matrix.CreateRotationY(radiansy); } public float AspectRatio { set { aspectratio = value; } get { return aspectratio; } } public void Draw() { Matrix world = Matrix.CreateTranslation(modelpos) * rotationy; Matrix view = Matrix.CreateLookAt(this.CameraPosition, this.ModelPosition, Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), this.AspectRatio, 1.0f, 10000f); model.Draw(world, view, projection); } } If you need more code just make a comment.

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  • Handling Types for Real and Complex Matrices in a BLAS Wrapper

    - by mga
    I come from a C background and I'm now learning OOP with C++. As an exercise (so please don't just say "this already exists"), I want to implement a wrapper for BLAS that will let the user write matrix algebra in an intuitive way (e.g. similar to MATLAB) e.g.: A = B*C*D.Inverse() + E.Transpose(); My problem is how to go about dealing with real (R) and complex (C) matrices, because of C++'s "curse" of letting you do the same thing in N different ways. I do have a clear idea of what it should look like to the user: s/he should be able to define the two separately, but operations would return a type depending on the types of the operands (R*R = R, C*C = C, R*C = C*R = C). Additionally R can be cast into C and vice versa (just by setting the imaginary parts to 0). I have considered the following options: As a real number is a special case of a complex number, inherit CMatrix from RMatrix. I quickly dismissed this as the two would have to return different types for the same getter function. Inherit RMatrix and CMatrix from Matrix. However, I can't really think of any common code that would go into Matrix (because of the different return types). Templates. Declare Matrix<T> and declare the getter function as T Get(int i, int j), and operator functions as Matrix *(Matrix RHS). Then specialize Matrix<double> and Matrix<complex>, and overload the functions. Then I couldn't really see what I would gain with templates, so why not just define RMatrix and CMatrix separately from each other, and then overload functions as necessary? Although this last option makes sense to me, there's an annoying voice inside my head saying this is not elegant, because the two are clearly related. Perhaps I'm missing an appropriate design pattern? So I guess what I'm looking for is either absolution for doing this, or advice on how to do better.

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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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  • How to rotate a group of objects around a common center?

    - by user1662292
    I've made a model in 3D Studio Max 9. It consists of a variety of cubes, clyinders etc. In XNA I've imported the model okay and it shows correctly. However, when I apply rotation, each component in the model rotates around it's own centre. I want the model to rotate as a single unit. I've linked the components in 3D Max and they rotate as I want in Max. protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); model = Content.Load<Model>("Models/Alien1"); } protected override void Update(GameTime gameTime) { camera.Update(1f, new Vector3(), graphics.GraphicsDevice.Viewport.AspectRatio); rotation += 0.1f; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); Matrix[] transforms = new Matrix[model.Bones.Count]; model.CopyAbsoluteBoneTransformsTo(transforms); Matrix worldMatrix = Matrix.Identity; Matrix rotationYMatrix = Matrix.CreateRotationY(rotation); Matrix translateMatrix = Matrix.CreateTranslation(location); worldMatrix = rotationYMatrix * translateMatrix; foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = worldMatrix * transforms[mesh.ParentBone.Index]; effect.View = camera.viewMatrix; effect.Projection = camera.projectionMatrix; effect.EnableDefaultLighting(); effect.PreferPerPixelLighting = true; } mesh.Draw(); } base.Draw(gameTime); } More Info: Rotating the object via it's properties works fine so I'm guessing there's something up with the code rather than with the object itself. Translating the object also causes the objects to get moved independently of each other rather than as a single model and each piece becomes spread around the scene. The model is in .X format.

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  • Please help me debug this little C program on dynamic two-dimensional array? [migrated]

    - by azhi
    I am a newbie here. I have written a little C program, which is to create a two-dimensional matrix. Here is the code: #include <stdio.h> #include <stdlib.h> int **CreatMatrix(int m,int n){ int **Matrix; int i; Matrix=(int**)malloc(m*sizeof(int*)); for(i=0;i<m;i++){ Matrix[i]=(int*)malloc(n*sizeof(int)); } return Matrix; } int main(){ int m,n; int **A; printf("Please input the size of the Matrix: "); scanf("%d%d",&m,&n); A=CreatMatrix(m,n); printf("Please input the entries of the Matrix, which should be integers!\n"); int i,j; for(i=0;i<m;i++){ for(j=0;j<n;j++){ scanf("%d",&A[i][j]); } } printf("The Matrix that you input is:\n"); for(i=0;i<m;i++){ for(j=0;j<n;j++){ printf("%3d ",A[i][j]); } printf("\n"); } for(i=0;i<m;i++) free(A[i]); free(A); } I have run it, and it works fine. But I am not sure if it is right? Can anyone help me debug it?

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  • How do I make Master/Detail subreports in ReportBuilder come out right?

    - by Mason Wheeler
    I've got a report in ReportBuilder that's supposed to report on two objects. I didn't create this report, and I can't ask the person who did about how it works. Before running the report, we have some code that goes through, finds all the properties on the objects, and loads them into a memory dataset that looks like this: OBJECT_ID: TStringField PROP_NAME: TStringField PROP_VALUE: TStringField The report engine then creates a line on the report for each property in this dataset. This is implemented in a sub-report, whose parent only contains an OBJECT_ID, which is a human-readable name. Everything was going great until we had to display a "comment" of arbitrary size in the report. I made a second sub-report with a TMemoField so it could hold the text, and set the report up in the report designer. What I expect when I run the report is something that looks like this: HEADER Object 1 properties Object 1 comment Object 2 properties Object 2 comment I've managed to get just about everything but that. I used the MasterDataPipeline and MasterFieldLinks properties of the sub-report's pipelines to try to link the OBJECT_IDs of the sub-reports to the OBJECT_ID of the header, and that's the closest I've managed to come, but now what I see is: HEADER Object 1 properties Object 1 comment Object 2 comment The "Object 2 properties" section is nowhere to be seen, even though I've manually verified that the data is making it into the dataset correctly. This is driving me nuts. Any ReportBuilder gurus out there know what's going on and now to fix it?

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  • Iterating Over Params Hash

    - by Joe Clark
    I'm having an extremely frustrating time getting some images to upload. They are obviously being uploaded as rack/multipart but the way that I'm iterating over my params hash must be causing the problem. I could REALLY use some help, so I can stop pulling out my hair. So I've got a params hash that looks like this: Parameters: {"commit"=>"Submit", "sighting_report"=>[{"number_seen"=>"1", "picture"=>#<File:/var/folders/IX/IXXrbzpCHkq68OuyY-yoI++++TI/-Tmp-/RackMultipart.85991.5>, "species_id"=>"2"}], "authenticity_token"=>"u0eN5MAfvGWtfEzrqBt4qfrL54VJ9SGX0jFLZCJ8iRM=", "sighting"=>{"sighting_date(2i)"=>"6", "name"=>"", "sighting_date(3i)"=>"5", "county"=>"0", "notes"=>"", "location"=>"", "sighting_date(1i)"=>"2010", "email"=>""}} My form can have multiple sighting reports with multiple pictures in each sighting report. Here's my controller code: def create_multiple @report = Report.new @report.name = params[:sighting]["name"] @report.sighting_date = Date.civil(params[:sighting][:"sighting_date(1i)"].to_i, params[:sighting][:"sighting_date(2i)"].to_i, params[:sighting][:"sighting_date(3i)"].to_i) @report.county_id = params[:sighting][:county] @report.location = params[:sighting][:location] @report.notes = params[:sighting][:notes] @report.email = params[:sighting][:email] @report.save! @report.reload for sr in params[:sighting_report] do sighting = SightingReport.new sighting.report_id = @report.id sighting.species_id = sr[:species_id] sighting.number_seen = sr[:number_seen] sighting.save if sr[:picture] sighting.reload for pic in sr[:picture] do p = SpeciesPic.new p.uploaded_picture = pic p.species_id = sighting.species_id p.report_id = @report.id p.save! end end end redirect_to :action => 'new_multiple' end

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  • Java jasper report NullPointerException

    - by William Welch
    I am new to Java and I am running into this issue that I can't figure out. I inherited this project and I have the following code in one of my scriptlets: DefaultLogger.logMessage("DEBUG path: "+ reportFile.getPath()); DefaultLogger.logMessage("DEBUG parameters: "+ parameters); DefaultLogger.logMessage("DEBUG jr: "+ jr); bytes = JasperRunManager.runReportToPdf(reportFile.getPath(), parameters, jr); And I am getting the following results (the fourth line there is line 287 in FootwearReportsServlet.doGet): DEBUG path: C:\Development\JavaWorkspaces\Workspace1\.metadata\.plugins\org.eclipse.wst.server.core\tmp0\wtpwebapps\RSLDevelopmentStandard\reports\templates\footwear\RslFootwearReport.jasper DEBUG parameters: {class_list_subreport=net.sf.jasperreports.engine.JasperReport@b07af1, signature_path=images/logo_reports.jpg, submission_id=20070213154168780, test_results_subreport=net.sf.jasperreports.engine.JasperReport@5795ce, logo_path=images/logos_3.gif, report_connection_secondary=com.mysql.jdbc.JDBC4Connection@2c39d2, testing_packages_subreport=net.sf.jasperreports.engine.JasperReport@1883d5f, signature_path2=images/logo_reports.jpg, tpid_subreport=net.sf.jasperreports.engine.JasperReport@17531fd, first_page_subreport=net.sf.jasperreports.engine.JasperReport@12504e0} DEBUG jr: net.sf.jasperreports.engine.data.JRMapCollectionDataSource@1630eb6 Apr 29, 2010 4:15:13 PM org.apache.catalina.core.StandardWrapperValve invoke SEVERE: Servlet.service() for servlet FootwearReportsServlet threw exception java.lang.NullPointerException at net.sf.jasperreports.engine.fill.JRFiller.fillReport(JRFiller.java:89) at net.sf.jasperreports.engine.JasperFillManager.fillReport(JasperFillManager.java:601) at net.sf.jasperreports.engine.JasperFillManager.fillReport(JasperFillManager.java:517) at net.sf.jasperreports.engine.JasperRunManager.runReportToPdf(JasperRunManager.java:385) at com.rsl.reports.FootwearReportsServlet.doGet(FootwearReportsServlet.java:287) at javax.servlet.http.HttpServlet.service(HttpServlet.java:617) at javax.servlet.http.HttpServlet.service(HttpServlet.java:717) at org.apache.catalina.core.ApplicationFilterChain.internalDoFilter(ApplicationFilterChain.java:290) at org.apache.catalina.core.ApplicationFilterChain.doFilter(ApplicationFilterChain.java:206) at org.apache.catalina.core.StandardWrapperValve.invoke(StandardWrapperValve.java:233) at org.apache.catalina.core.StandardContextValve.invoke(StandardContextValve.java:191) at org.apache.catalina.core.StandardHostValve.invoke(StandardHostValve.java:127) at org.apache.catalina.valves.ErrorReportValve.invoke(ErrorReportValve.java:102) at org.apache.catalina.core.StandardEngineValve.invoke(StandardEngineValve.java:109) at org.apache.catalina.connector.CoyoteAdapter.service(CoyoteAdapter.java:298) at org.apache.coyote.http11.Http11Processor.process(Http11Processor.java:852) at org.apache.coyote.http11.Http11Protocol$Http11ConnectionHandler.process(Http11Protocol.java:588) at org.apache.tomcat.util.net.JIoEndpoint$Worker.run(JIoEndpoint.java:489) at java.lang.Thread.run(Unknown Source) What I can't figure out is where the null reference is. From the debug lines I can see that each parameter has a value. Could it be referring to a bad path to one of the images? Any ideas? For some reason my server won't start in debug mode in Eclipse so I am having trouble figuring this out.

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  • filter data between 2 dates in crystal report vb.net

    - by irienaoki0407
    I need some help for creating Crystal Reports in VB 2005. I want to filter data between two dates (like from date and to date) with datetimepicker. I'm using SQL Server 2000 for the connection. Update: Thanks for the link, but I'm trying using record selection formula.... Here's my code: Try Dim cryRpt As New ReportDocument With cryRpt .FileName = ("C:\Documents and Settings\Ratna Ayu\My Documents\Visual Studio 2005\Projects\Denda\Denda\CrystalReport1.rpt") .RecordSelectionFormula = "{pinjam.tglkembali}>='" & DateTimePicker1.Value.ToString("dd/MM/yyyy") & "' and {pinjam.tglkembali} =<'" & DateTimePicker2.Value.ToString("dd/MM/yyyy") & "'" End With CrystalReportViewer1.ReportSource = cryRpt CrystalReportViewer1.Refresh() Catch ex As Exception MsgBox("tdk ada data", , "") End Try

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  • codility challenge, test case OK , Evaluation report Wrong Answer

    - by Hussein Fawzy
    the aluminium 2014 gives me wrong answer [3 , 9 , -6 , 7 ,-3 , 9 , -6 , -10] got 25 expected 28 but when i repeated the challenge with the same code and make case test it gives me the correct answer Your test case [3, 9, -6, 7, -3, 9, -6, -10] : NO RUNTIME ERRORS (returned value: 28) what is the wrong with it ??? the challenge :- A non-empty zero-indexed array A consisting of N integers is given. A pair of integers (P, Q), such that 0 = P = Q < N, is called a slice of array A. The sum of a slice (P, Q) is the total of A[P] + A[P+1] + ... + A[Q]. The maximum sum is the maximum sum of any slice of A. For example, consider array A such that: A[0] = 3 A[1] = 2 A[2] = -6 A[3] = 3 A[4] = 1 For example (0, 1) is a slice of A that has sum A[0] + A[1] = 5. This is the maximum sum of A. You can perform a single swap operation in array A. This operation takes two indices I and J, such that 0 = I = J < N, and exchanges the values of A[I] and A[J]. To goal is to find the maximum sum you can achieve after performing a single swap. For example, after swapping elements 2 and 4, you will get the following array A: A[0] = 3 A[1] = 2 A[2] = 1 A[3] = 3 A[4] = -6 After that, (0, 3) is a slice of A that has the sum A[0] + A[1] + A[2] + A[3] = 9. This is the maximum sum of A after a single swap. Write a function: class Solution { public int solution(int[] A); } that, given a non-empty zero-indexed array A of N integers, returns the maximum sum of any slice of A after a single swap operation. For example, given: A[0] = 3 A[1] = 2 A[2] = -6 A[3] = 3 A[4] = 1 the function should return 9, as explained above. and my code is :- import java.math.*; class Solution { public int solution(int[] A) { if(A.length == 1) return A[0]; else if (A.length==2) return A[0]+A[1]; else{ int finalMaxSum = A[0]; for (int l=0 ; l<A.length ; l++){ for (int k = l+1 ; k<A.length ; k++ ){ int [] newA = A; int temp = newA[l]; newA [l] = newA[k]; newA[k]=temp; int maxSum = newA[0]; int current_max = newA[0]; for(int i = 1; i < newA.length; i++) { current_max = Math.max(A[i], current_max + newA[i]); maxSum = Math.max(maxSum, current_max); } finalMaxSum = Math.max(finalMaxSum , maxSum); } } return finalMaxSum; } } } i don't know what's the wrong with it ??

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  • Using getRotationMatrix and getOrientation in Android 2.1

    - by aaronmar
    I've been having issues with this for far too long. This code should output dx,dy,dz for the accelerometer, and a running total of the dx. It should also output azimuth, pitch, and roll. I've used info from http://bit.ly/codeUsed, but to no avail. This code does not correctly output pitch, azimuth, or roll. It outputs 0.0, -0.0, -0.0 for the last three textviews, respectively. Please restore my sanity by helping me switch (event.sensor.getType()) { case Sensor.TYPE_ACCELEROMETER: accelerometerValues = event.values.clone(); case Sensor.TYPE_MAGNETIC_FIELD: geomagneticMatrix = event.values.clone(); sensorReady = true; break; default: break; } if (geomagneticMatrix != null && accelerometerValues != null && sensorReady) { sensorReady = false; float[] R = new float[16]; float[] I = new float[16]; SensorManager.getRotationMatrix(R, I, accelerometerValues, geomagneticMatrix); float[] actual_orientation = new float[3]; SensorManager.getOrientation(R, actual_orientation); tvXCoordinate.setText(accelerometerValues[0] + ""); tvYCoordinate.setText(accelerometerValues[1] + ""); tvZCoordinate.setText(accelerometerValues[2] + ""); floatXTotal += accelerometerValues[0]; tvXTotal.setText(floatXTotal + ""); tvAzimuth.setText(actual_orientation[0] + ""); tvPitch.setText(actual_orientation[1] + ""); tvRoll.setText(actual_orientation[2] + ""); }

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  • RAD/Eclipse Eclipse Test and Performance Tools Platform, export data to text file

    - by Berlin Brown
    I am using the RAD (also on Eclipse) Test and Performance Monitoring. I monitor CPU performance time with it, on particular methods, etc. It is a good tool for my monitoring my applications but I can't copy/paste or export the output to a text file format. So I can send to the others. There has to be a way to export this? Also, I can save the output to file but it is '*.trcxml' binary file? has anyone seen a parser for this file format?

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