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  • Type casting int into double C++

    - by user1705380
    I am new to programming and this might be an obvious question, though i cannot for life of me figure out why my program is not returning as a double. I am suppose to write a stocks program that takes in shares of stock, whole dollar portion of price and the fraction portion. And the fraction portion is to be inputted as two int values, and include a function definition with 3 int values.The function returns the price as a double. #include <iostream> using namespace std; int price(int, int, int); int main() { int dollars, numerator, denominator, price1, shares; char ans; do { cout<<"Enter the stock price and the number of shares.\n"; cout<<"Enter the price and integers: Dollars, numerator, denominator\n"; cin>>dollars>>numerator>>denominator; cout<<"Enter the number of shares held\n"; cin>>shares; cout<<shares; price1 = price(dollars,numerator,denominator); cout<<" shares of stock with market price of "; cout<< dollars << " " << numerator<<'/'<<denominator<<endl; cout<<"have a value of " << shares * price1<<endl; cout<<"Enter either Y/y to continue"; cin>>ans; }while (ans == 'Y' || ans == 'y'); system("pause"); return 0; } int price(int dollars, int numerator, int denominator) { return dollars + numerator/static_cast<double>(denominator); }

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  • Writing the correct value in the depth buffer when using ray-casting

    - by hidayat
    I am doing a ray-casting in a 3d texture until I hit a correct value. I am doing the ray-casting in a cube and the cube corners are already in world coordinates so I don't have to multiply the vertices with the modelviewmatrix to get the correct position. Vertex shader world_coordinate_ = gl_Vertex; Fragment shader vec3 direction = (world_coordinate_.xyz - cameraPosition_); direction = normalize(direction); for (float k = 0.0; k < steps; k += 1.0) { .... pos += direction*delta_step; float thisLum = texture3D(texture3_, pos).r; if(thisLum > surface_) ... } Everything works as expected, what I now want is to sample the correct value to the depth buffer. The value that is now written to the depth buffer is the cube coordinate. But I want the value of pos in the 3d texture to be written. So lets say the cube is placed 10 away from origin in -z and the size is 10*10*10. My solution that does not work correctly is this: pos *= 10; pos.z += 10; pos.z *= -1; vec4 depth_vec = gl_ProjectionMatrix * vec4(pos.xyz, 1.0); float depth = ((depth_vec.z / depth_vec.w) + 1.0) * 0.5; gl_FragDepth = depth;

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  • Ray Tracing concers: Efficient Data Structure and Photon Mapping

    - by Grieverheart
    I'm trying to build a simple ray tracer for specific target scenes. An example of such scene can be seen below. I'm concerned as to what accelerating data structure would be most efficient in this case since all objects are touching but on the other hand, the scene is uniform. The objects in my ray tracer are stored as a collection of triangles, thus I also have access to individual triangles. Also, when trying to find the bounding box of the scene, how should infinite planes be handled? Should one instead use the viewing frustum to calculate the bounding box? A few other questions I have are about photon mapping. I've read the original paper by Jensen and many more material. In the compact data structure for the photon they introduce, they store photon power as 4 chars, which from my understanding is 3 chars for color and 1 for flux. But I don't understand how 1 char is enough to store a flux of the order of 1/n, where n is the number of photons (I'm also a bit confused about flux vs power). The other question about photon mapping is, if it would be more efficient in my case to store photons per object (or even per Object's triangle) instead of using a balanced kd-tree. Also, same question about bounding box of the scene but for photon mapping. How should one find a bounding box from the pov of the light when infinite planes are involved?

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  • Point in Polygon, Ray Method: ending infinite line

    - by user2878528
    Having a bit of trouble with point in polygon collision detection using the ray method i.e. http://en.wikipedia.org/wiki/Point_in_polygon My problem is I need to give an end to the infinite line created. As with this infinite line I always get an even number of intersections and hence an invalid result. i.e. ignore or intersection to the right of the point being checked what I have what I want My current code based of Mecki awesome response for (int side = 0; side < vertices.Length; side++) { // Test if current side intersects with ray. // create infinite line // See: http://en.wikipedia.org/wiki/Linear_equation a = end_point.Y - start_point.Y; b = start_point.X - end_point.X; c = end_point.X * start_point.Y - start_point.X * end_point.Y; //insert points of vector d2 = a * vertices[side].Position.X + b * vertices[side].Position.Y + c; if (side - 1 < 0) d1 = a * vertices[vertices.Length - 1].Position.X + b * vertices[vertices.Length - 1].Position.Y + c; else d1 = a * vertices[side-1].Position.X + b * vertices[side-1].Position.Y + c; // If points have opposite sides, intersections++; if (d1 > 0 && d2 < 0 ) intersections++; if (d1 < 0 && d2 > 0 ) intersections++; } //if intersections odd inside = true if ((intersections % 2) == 1) inside = true; else inside = false;

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  • What laptop would be recommended for video-editing or transcoding to blu-ray?

    - by Rob
    I'm looking for a machine (has to be a laptop) reasonably fast enough to handle editing/transcoding/rendering to Blu-ray disc of full true HD 1080p (1920x1080) video from a Samsung R10 camcorder - MPEG4 25fps (not the Sony-Panasonic AVCHD format): To be able to browse through the footage (say, quarter screen is fine for monitoring) and do simple edits - cut out bad bits, add titles, fades, nothing too fancy To be able to burn the footage in 1920x1080p 24p (twenty-four) fps to blu-ray, probably don't mind if I have to leave it for a few hours, or even overnight, as long as its not still running in the morning or takes days. I ALREADY have an external USB 2.0 LG BE06LU10 blu-ray burner. Does quad core make much difference? Or would Dual-core suffice for the above? NVidia because of CUDA for increased speed. What software today can take advantage of this? Which graphics card do I need? So far I've found Dell/Alienware to be well-specified, having a 5yr old Dell laptop that still runs well, albeit slow by today's standards, gives me a good impression. My concerns are too much fan-noise and budget and some Dell Precision Laptops exceed 1500 pounds. Thoughts?

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  • What does this C++ construct do?

    - by cambr
    Somewhere in lines of code, I came across this construct... //void* v = void* value from an iterator int i = (int)(long(v)) What possible purpose can this contruct serve? Why not simply use int(v) instead? Why the cast to long first?

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  • Question about BoundingSpheres and Ray intersections

    - by NDraskovic
    I'm working on a XNA project (not really a game) and I'm having some trouble with picking algorithm. I have a few types of 3D models that I draw to the screen, and one of them is a switch. So I'm trying to make a picking algorithm that would enable the user to click on the switch and that would trigger some other function. The problem is that the BoundingSphere.Intersect() method always returns null as result. This is the code I'm using: In the declaration section: ` //Basic matrices private Matrix world = Matrix.CreateTranslation(new Vector3(0, 0, 0)); private Matrix view = Matrix.CreateLookAt(new Vector3(10, 10, 10), new Vector3(0, 0, 0), Vector3.UnitY); private Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45), 800f / 600f, 0.01f, 100f); //Collision detection variables Viewport mainViewport; List<BoundingSphere> spheres = new List<BoundingSphere>(); Ray ControlRay; Vector3 nearPoint, farPoint, nearPlane, farPlane, direction; ` And then in the Update method: ` nearPlane = new Vector3((float)Mouse.GetState().X, (float)Mouse.GetState().Y, 0.0f); farPlane = new Vector3((float)Mouse.GetState().X, (float)Mouse.GetState().Y, 10.0f); nearPoint = GraphicsDevice.Viewport.Unproject(nearPlane, projection, view, world); farPoint = GraphicsDevice.Viewport.Unproject(farPlane, projection, view, world); direction = farPoint - nearPoint; direction.Normalize(); ControlRay = new Ray(nearPoint, direction); if (spheres.Count != 0) { for (int i = 0; i < spheres.Count; i++) { if (spheres[i].Intersects(ControlRay) != null) { Window.Title = spheres[i].Center.ToString(); } else { Window.Title = "Empty"; } } ` The "spheres" list gets filled when the 3D object data gets loaded (I read it from a .txt file). For every object marked as switch (I use simple numbers to determine which object is to be drawn), a BoundingSphere is created (center is on the coordinates of the 3D object, and the diameter is always the same), and added to the list. The objects are drawn normally (and spheres.Count is not 0), I can see them on the screen, but the Window title always says "Empty" (of course this is just for testing purposes, I will add the real function when I get positive results) meaning that there is no intersection between the ControlRay and any of the bounding spheres. I think that my basic matrices (world, view and projection) are making some problems, but I cant figure out what. Please help.

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  • Realtime rendering using a ray tracing engine

    - by Keyhan Asghari
    I want to render an object that has a mesh with one million hexagonal elements(100 * 100 * 100). Lights, shadows and textures is not important and each element has a solid color. and finally, the actions I want to have, is simply rotating the object, zooming and panning. I am wondering what ray tracing engine is better for my conditions. or, do I have to take another approach? any help will be appreciated.

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  • How can I connect a blu-ray player to a VGA screen?

    - by zaplwo
    Basically, I have a blu-ray player that I wanted to be connected to a projector and a monitor screen at the same time, so I got a component splitter and a component to VGA cable. The splitter works fine but the component to VGA adapter doesn't show anything on the monitor screen; is like if nothing is connected to it. I already change monitors but 3 monitors do the same. Anyone have any idea why this is happening or how can I connect the monitor and the projector to the blu-ray?

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  • Raycasting tutorial / vector math question

    - by mattboy
    I'm checking out this nice raycasting tutorial at http://lodev.org/cgtutor/raycasting.html and have a probably very simple math question. In the DDA algorithm I'm having trouble understanding the calcuation of the deltaDistX and deltaDistY variables, which are the distances that the ray has to travel from 1 x-side to the next x-side, or from 1 y-side to the next y-side, in the square grid that makes up the world map (see below screenshot). In the tutorial they are calculated as follows, but without much explanation: //length of ray from one x or y-side to next x or y-side double deltaDistX = sqrt(1 + (rayDirY * rayDirY) / (rayDirX * rayDirX)); double deltaDistY = sqrt(1 + (rayDirX * rayDirX) / (rayDirY * rayDirY)); rayDirY and rayDirX are the direction of a ray that has been cast. How do you get these formulas? It looks like pythagorean theorem is part of it, but somehow there's division involved here. Can anyone clue me in as to what mathematical knowledge I'm missing here, or "prove" the formula by showing how it's derived?

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  • Wavefront mesh: determine which face a point belongs to?

    - by Mina Samy
    I have a 3D mesh Wavefront .obj file. Is there any algorithm that takes an arbitrary point coordinates as input and determines which face of the mesh that point belongs to ?? The mesh is rendered on the screen, then the user clicks on it, I want to determine which part of the mesh the user has clicked on ? Here's the code using LibGDX: Vector3 intersection=new Vector3(); Ray ray=camera.getPickRay(x, y); //vertices is an array that hold the coordinates of the mesh boolean ok=Intersector.intersectRayTriangles(ray, vertices, intersection); Thanks

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  • How can I draw an arrow at the edge of the screen pointing to an object that is off screen?

    - by Adam Henderson
    I am wishing to do what is described in this topic: http://www.allegro.cc/forums/print-thread/283220 I have attempted a variety of the methods mentioned here. First I tried to use the method described by Carrus85: Just take the ratio of the two triangle hypontenuses (doesn't matter which triagle you use for the other, I suggest point 1 and point 2 as the distance you calculate). This will give you the aspect ratio percentage of the triangle in the corner from the larger triangle. Then you simply multiply deltax by that value to get the x-coordinate offset, and deltay by that value to get the y-coordinate offset. But I could not find a way to calculate how far the object is away from the edge of the screen. I then tried using ray casting (which I have never done before) suggested by 23yrold3yrold: Fire a ray from the center of the screen to the offscreen object. Calculate where on the rectangle the ray intersects. There's your coordinates. I first calculated the hypotenuse of the triangle formed by the difference in x and y positions of the two points. I used this to create a unit vector along that line. I looped through that vector until either the x coordinate or the y coordinate was off the screen. The two current x and y values then form the x and y of the arrow. Here is the code for my ray casting method (written in C++ and Allegro 5) void renderArrows(Object* i) { float x1 = i->getX() + (i->getWidth() / 2); float y1 = i->getY() + (i->getHeight() / 2); float x2 = screenCentreX; float y2 = ScreenCentreY; float dx = x2 - x1; float dy = y2 - y1; float hypotSquared = (dx * dx) + (dy * dy); float hypot = sqrt(hypotSquared); float unitX = dx / hypot; float unitY = dy / hypot; float rayX = x2 - view->getViewportX(); float rayY = y2 - view->getViewportY(); float arrowX = 0; float arrowY = 0; bool posFound = false; while(posFound == false) { rayX += unitX; rayY += unitY; if(rayX <= 0 || rayX >= screenWidth || rayY <= 0 || rayY >= screenHeight) { arrowX = rayX; arrowY = rayY; posFound = true; } } al_draw_bitmap(sprite, arrowX - spriteWidth, arrowY - spriteHeight, 0); } This was relatively successful. Arrows are displayed in the bottom right section of the screen when objects are located above and left of the screen as if the locations of the where the arrows are drawn have been rotated 180 degrees around the center of the screen. I assumed this was due to the fact that when I was calculating the hypotenuse of the triangle, it would always be positive regardless of whether or not the difference in x or difference in y is negative. Thinking about it, ray casting does not seem like a good way of solving the problem (due to the fact that it involves using sqrt() and a large for loop). Any help finding a suitable solution would be greatly appreciated, Thanks Adam

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  • Blu-ray BD-R: Would you physically store it in a CaseLogic Wallet pocket?

    - by Rob
    I keep several backup copies of my material and files. For my DVDs, one set of copies is kept in a CaseLogic wallet folder pack, so that I can easily move this around when visiting friends, family or for business. This is highly convenient. The other sets are kept in their jewel cases in hard plastic see thru storage boxes. Although CaseLogic wallet material is designed to be abrasion free, their caveat is that external dust will be the cause of any blemishes. If hard dust gets in these pockets, which is inevitable, this will occasionally cause light hair like scratches on the disc surface as the discs are removed and returned for access to their contents. This is of no consequence as the laser and error correction can more than cope with this. I'm aware that the blu-ray spec requires anti-scratch in disc surfaces but was wondering that, given the smaller pits, would dust and light scratches from wallet storage cause more problems with blu-rays than they would with DVDs? I'm using Blu-ray BD-R and BD-R DL write once media.

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  • Adaptive Case Management Modeling with CMMN by Jessica Ray

    - by JuergenKress
    A new version of Oracle BPM Suite 11.1.1.7 with Adaptive Case Management (ACM) is now available, so what will that mean for requirements gathering? BPM project requirements can be documented using Business Process Model and Notation (BPMN 2.0). For ACM, there is a new notation in the works. It is called Case Management Model and Notation (CMMN). For now, this notation isn’t included as a modeling tool in the new version of Oracle BPM Suite 11.1.1.7 with ACM, but it is possible that a modeling tool could be included in a future release. What is CMMN? CMMN is a standard intended to capture the common elements that Case Management Products use, the same way that BPMN is a standard for BPM products (such as Oracle BPM). CMMN is created by the Object Management Group (OMG) and is still in the beta version. In April 2014, OMG released the second beta version the CMMN 1.0, and the most recent version is available here. CMMN captures some of the elements that are commonly used when talking about ACM such as Cases, Milestones, and Tasks. It also introduces some elements that you may not automatically hear when talking about ACM such as Stages, Events, and Decorators. Here is a quick summary at a few (but not all) of the elements of CMMN taken from the CMMN spec. A Few CMMN Elements Read the complete article here SOA & BPM Partner Community For regular information on Oracle SOA Suite become a member in the SOA & BPM Partner Community for registration please visit www.oracle.com/goto/emea/soa (OPN account required) If you need support with your account please contact the Oracle Partner Business Center. Blog Twitter LinkedIn Facebook Wiki Technorati Tags: Jessica Ray,Avio,Adaptive Case Management,ACM,CMMN,SOA Community,Oracle SOA,Oracle BPM,Community,OPN,Jürgen Kress

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  • C#/.NET Little Pitfalls: The Dangers of Casting Boxed Values

    - by James Michael Hare
    Starting a new series to parallel the Little Wonders series.  In this series, I will examine some of the small pitfalls that can occasionally trip up developers. Introduction: Of Casts and Conversions What happens when we try to assign from an int and a double and vice-versa? 1: double pi = 3.14; 2: int theAnswer = 42; 3:  4: // implicit widening conversion, compiles! 5: double doubleAnswer = theAnswer; 6:  7: // implicit narrowing conversion, compiler error! 8: int intPi = pi; As you can see from the comments above, a conversion from a value type where there is no potential data loss is can be done with an implicit conversion.  However, when converting from one value type to another may result in a loss of data, you must make the conversion explicit so the compiler knows you accept this risk.  That is why the conversion from double to int will not compile with an implicit conversion, we can make the conversion explicit by adding a cast: 1: // explicit narrowing conversion using a cast, compiler 2: // succeeds, but results may have data loss: 3: int intPi = (int)pi; So for value types, the conversions (implicit and explicit) both convert the original value to a new value of the given type.  With widening and narrowing references, however, this is not the case.  Converting reference types is a bit different from converting value types.  First of all when you perform a widening or narrowing you don’t really convert the instance of the object, you just convert the reference itself to the wider or narrower reference type, but both the original and new reference type both refer back to the same object. Secondly, widening and narrowing for reference types refers the going down and up the class hierarchy instead of referring to precision as in value types.  That is, a narrowing conversion for a reference type means you are going down the class hierarchy (for example from Shape to Square) whereas a widening conversion means you are going up the class hierarchy (from Square to Shape).  1: var square = new Square(); 2:  3: // implicitly convers because all squares are shapes 4: // (that is, all subclasses can be referenced by a superclass reference) 5: Shape myShape = square; 6:  7: // implicit conversion not possible, not all shapes are squares! 8: // (that is, not all superclasses can be referenced by a subclass reference) 9: Square mySquare = (Square) myShape; So we had to cast the Shape back to Square because at that point the compiler has no way of knowing until runtime whether the Shape in question is truly a Square.  But, because the compiler knows that it’s possible for a Shape to be a Square, it will compile.  However, if the object referenced by myShape is not truly a Square at runtime, you will get an invalid cast exception. Of course, there are other forms of conversions as well such as user-specified conversions and helper class conversions which are beyond the scope of this post.  The main thing we want to focus on is this seemingly innocuous casting method of widening and narrowing conversions that we come to depend on every day and, in some cases, can bite us if we don’t fully understand what is going on!  The Pitfall: Conversions on Boxed Value Types Can Fail What if you saw the following code and – knowing nothing else – you were asked if it was legal or not, what would you think: 1: // assuming x is defined above this and this 2: // assignment is syntactically legal. 3: x = 3.14; 4:  5: // convert 3.14 to int. 6: int truncated = (int)x; You may think that since x is obviously a double (can’t be a float) because 3.14 is a double literal, but this is inaccurate.  Our x could also be dynamic and this would work as well, or there could be user-defined conversions in play.  But there is another, even simpler option that can often bite us: what if x is object? 1: object x; 2:  3: x = 3.14; 4:  5: int truncated = (int) x; On the surface, this seems fine.  We have a double and we place it into an object which can be done implicitly through boxing (no cast) because all types inherit from object.  Then we cast it to int.  This theoretically should be possible because we know we can explicitly convert a double to an int through a conversion process which involves truncation. But here’s the pitfall: when casting an object to another type, we are casting a reference type, not a value type!  This means that it will attempt to see at runtime if the value boxed and referred to by x is of type int or derived from type int.  Since it obviously isn’t (it’s a double after all) we get an invalid cast exception! Now, you may say this looks awfully contrived, but in truth we can run into this a lot if we’re not careful.  Consider using an IDataReader to read from a database, and then attempting to select a result row of a particular column type: 1: using (var connection = new SqlConnection("some connection string")) 2: using (var command = new SqlCommand("select * from employee", connection)) 3: using (var reader = command.ExecuteReader()) 4: { 5: while (reader.Read()) 6: { 7: // if the salary is not an int32 in the SQL database, this is an error! 8: // doesn't matter if short, long, double, float, reader [] returns object! 9: total += (int) reader["annual_salary"]; 10: } 11: } Notice that since the reader indexer returns object, if we attempt to convert using a cast to a type, we have to make darn sure we use the true, actual type or this will fail!  If the SQL database column is a double, float, short, etc this will fail at runtime with an invalid cast exception because it attempts to convert the object reference! So, how do you get around this?  There are two ways, you could first cast the object to its actual type (double), and then do a narrowing cast to on the value to int.  Or you could use a helper class like Convert which analyzes the actual run-time type and will perform a conversion as long as the type implements IConvertible. 1: object x; 2:  3: x = 3.14; 4:  5: // if you want to cast, must cast out of object to double, then 6: // cast convert. 7: int truncated = (int)(double) x; 8:  9: // or you can call a helper class like Convert which examines runtime 10: // type of the value being converted 11: int anotherTruncated = Convert.ToInt32(x); Summary You should always be careful when performing a conversion cast from values boxed in object that you are actually casting to the true type (or a sub-type). Since casting from object is a widening of the reference, be careful that you either know the exact, explicit type you expect to be held in the object, or instead avoid the cast and use a helper class to perform a safe conversion to the type you desire. Technorati Tags: C#,.NET,Pitfalls,Little Pitfalls,BlackRabbitCoder

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  • Google I/O 2010 - Casting a wide net for all Android devices

    Google I/O 2010 - Casting a wide net for all Android devices Google I/O 2010 - Casting a wide net: How to target all Android devices Android 201 Justin Mattson One of Android's strengths is its flexibility to run on a wide variety of devices. In this session, we will explore the facilities the Android resource system provides to developers to make supporting many devices from one application binary easier, as well as common pitfalls. In addition to hardware heterogeneity, more than one version of Android may exist in the wild at any given time. We will go over strategies for providing cross-version compatibility. For all I/O 2010 sessions, please go to code.google.com From: GoogleDevelopers Views: 4 0 ratings Time: 01:02:15 More in Science & Technology

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  • How to mount a blu-ray drive?

    - by Stephan Schielke
    Maybe it is for the best to close this question. This has nothing to do with a bluray drive in general anymore. Probably a hardware defect. I will try to test it with a windows system and different cables again... Thx so far. I have a bluray/dvd/cdrom drive with SATA. Ubuntu wont find it under /dev/sd wodim --devices wodim: Overview of accessible drives (1 found) : ------------------------------------------------------------------------- 0 dev='/dev/sg2' rwrw-- : 'HL-DT-ST' 'BDDVDRW CH08LS10' ------------------------------------------------------------------------- cdrecord -scanbus scsibus2: 2,0,0 200) 'HL-DT-ST' 'BDDVDRW CH08LS10' '2.00' Removable CD-ROM fdisk dont even lists it. Ubuntu only automounts blank DVDs, but neither CDROM nor Blurays. I also changed the sata slot, sata cable and the power cable. The drive works with a windows system. This happens when I try to mount: sudo mount -t auto /dev/scd0 /media/bluray mount: you must specify the filesystem type I tried all filesystems there are. I also installed makemkv. It finds the drive but not the disc. Here is my /dev ls -al /dev total 12 drwxr-xr-x 17 root root 4420 2011-11-25 19:36 . drwxr-xr-x 28 root root 4096 2011-11-25 07:12 .. crw------- 1 root root 10, 235 2011-11-25 19:28 autofs -rw-r--r-- 1 root root 630 2011-11-25 19:28 .blkid.tab -rw-r--r-- 1 root root 630 2011-11-25 19:28 .blkid.tab.old drwxr-xr-x 2 root root 700 2011-11-25 19:27 block drwxr-xr-x 2 root root 100 2011-11-25 19:27 bsg crw------- 1 root root 10, 234 2011-11-25 19:28 btrfs-control drwxr-xr-x 3 root root 60 2011-11-25 19:27 bus drwxr-xr-x 2 root root 3820 2011-11-25 19:28 char crw------- 1 root root 5, 1 2011-11-25 19:28 console lrwxrwxrwx 1 root root 11 2011-11-25 19:28 core -> /proc/kcore drwxr-xr-x 2 root root 60 2011-11-25 19:28 cpu crw------- 1 root root 10, 60 2011-11-25 19:28 cpu_dma_latency drwxr-xr-x 7 root root 140 2011-11-25 19:27 disk crw------- 1 root root 10, 61 2011-11-25 19:28 ecryptfs crw-rw---- 1 root video 29, 0 2011-11-25 19:28 fb0 lrwxrwxrwx 1 root root 13 2011-11-25 19:28 fd -> /proc/self/fd crw-rw-rw- 1 root root 1, 7 2011-11-25 19:28 full crw-rw-rw- 1 root fuse 10, 229 2011-11-25 19:28 fuse crw------- 1 root root 251, 0 2011-11-25 19:28 hidraw0 crw------- 1 root root 251, 1 2011-11-25 19:28 hidraw1 crw------- 1 root root 10, 228 2011-11-25 19:28 hpet lrwxrwxrwx 1 root root 14 2011-11-25 19:27 .initramfs -> /run/initramfs drwxr-xr-x 4 root root 220 2011-11-25 19:28 input crw------- 1 root root 1, 11 2011-11-25 19:28 kmsg srw-rw-rw- 1 root root 0 2011-11-25 19:28 log brw-rw---- 1 root disk 7, 0 2011-11-25 19:28 loop0 brw-rw---- 1 root disk 7, 1 2011-11-25 19:28 loop1 brw-rw---- 1 root disk 7, 2 2011-11-25 19:28 loop2 brw-rw---- 1 root disk 7, 3 2011-11-25 19:28 loop3 brw-rw---- 1 root disk 7, 4 2011-11-25 19:28 loop4 brw-rw---- 1 root disk 7, 5 2011-11-25 19:28 loop5 brw-rw---- 1 root disk 7, 6 2011-11-25 19:28 loop6 brw-rw---- 1 root disk 7, 7 2011-11-25 19:28 loop7 drwxr-xr-x 2 root root 60 2011-11-25 19:27 mapper crw------- 1 root root 10, 227 2011-11-25 19:28 mcelog crw-r----- 1 root kmem 1, 1 2011-11-25 19:28 mem drwxr-xr-x 2 root root 60 2011-11-25 19:27 net crw------- 1 root root 10, 59 2011-11-25 19:28 network_latency crw------- 1 root root 10, 58 2011-11-25 19:28 network_throughput crw-rw-rw- 1 root root 1, 3 2011-11-25 19:28 null crw-rw-rw- 1 root root 195, 0 2011-11-25 19:28 nvidia0 crw-rw-rw- 1 root root 195, 255 2011-11-25 19:28 nvidiactl crw------- 1 root root 1, 12 2011-11-25 19:28 oldmem crw-r----- 1 root kmem 1, 4 2011-11-25 19:28 port crw------- 1 root root 108, 0 2011-11-25 19:28 ppp crw------- 1 root root 10, 1 2011-11-25 19:28 psaux crw-rw-rw- 1 root tty 5, 2 2011-11-25 20:00 ptmx drwxr-xr-x 2 root root 0 2011-11-25 19:27 pts brw-rw---- 1 root disk 1, 0 2011-11-25 19:28 ram0 brw-rw---- 1 root disk 1, 1 2011-11-25 19:28 ram1 brw-rw---- 1 root disk 1, 10 2011-11-25 19:28 ram10 brw-rw---- 1 root disk 1, 11 2011-11-25 19:28 ram11 brw-rw---- 1 root disk 1, 12 2011-11-25 19:28 ram12 brw-rw---- 1 root disk 1, 13 2011-11-25 19:28 ram13 brw-rw---- 1 root disk 1, 14 2011-11-25 19:28 ram14 brw-rw---- 1 root disk 1, 15 2011-11-25 19:28 ram15 brw-rw---- 1 root disk 1, 2 2011-11-25 19:28 ram2 brw-rw---- 1 root disk 1, 3 2011-11-25 19:28 ram3 brw-rw---- 1 root disk 1, 4 2011-11-25 19:28 ram4 brw-rw---- 1 root disk 1, 5 2011-11-25 19:28 ram5 brw-rw---- 1 root disk 1, 6 2011-11-25 19:28 ram6 brw-rw---- 1 root disk 1, 7 2011-11-25 19:28 ram7 brw-rw---- 1 root disk 1, 8 2011-11-25 19:28 ram8 brw-rw---- 1 root disk 1, 9 2011-11-25 19:28 ram9 crw-rw-rw- 1 root root 1, 8 2011-11-25 19:28 random crw-rw-r--+ 1 root root 10, 62 2011-11-25 19:28 rfkill lrwxrwxrwx 1 root root 4 2011-11-25 19:28 rtc -> rtc0 crw------- 1 root root 254, 0 2011-11-25 19:28 rtc0 lrwxrwxrwx 1 root root 3 2011-11-25 19:38 scd0 -> sr0 brw-rw---- 1 root disk 8, 0 2011-11-25 19:28 sda brw-rw---- 1 root disk 8, 1 2011-11-25 19:28 sda1 brw-rw---- 1 root disk 8, 2 2011-11-25 19:28 sda2 brw-rw---- 1 root disk 8, 3 2011-11-25 19:28 sda3 brw-rw---- 1 root disk 8, 5 2011-11-25 19:28 sda5 brw-rw---- 1 root disk 8, 6 2011-11-25 19:28 sda6 brw-rw---- 1 root disk 8, 16 2011-11-25 19:28 sdb brw-rw---- 1 root disk 8, 17 2011-11-25 19:28 sdb1 crw-rw---- 1 root disk 21, 0 2011-11-25 19:28 sg0 crw-rw---- 1 root disk 21, 1 2011-11-25 19:28 sg1 crw-rw----+ 1 root cdrom 21, 2 2011-11-25 19:28 sg2 lrwxrwxrwx 1 root root 8 2011-11-25 19:28 shm -> /run/shm crw------- 1 root root 10, 231 2011-11-25 19:28 snapshot drwxr-xr-x 4 root root 280 2011-11-25 19:28 snd brw-rw----+ 1 root cdrom 11, 0 2011-11-25 19:38 sr0 lrwxrwxrwx 1 root root 15 2011-11-25 19:28 stderr -> /proc/self/fd/2 lrwxrwxrwx 1 root root 15 2011-11-25 19:28 stdin -> /proc/self/fd/0 lrwxrwxrwx 1 root root 15 2011-11-25 19:28 stdout -> /proc/self/fd/1 crw-rw-rw- 1 root tty 5, 0 2011-11-25 19:35 tty crw--w---- 1 root tty 4, 0 2011-11-25 19:28 tty0 crw------- 1 root root 4, 1 2011-11-25 19:28 tty1 crw--w---- 1 root tty 4, 10 2011-11-25 19:28 tty10 crw--w---- 1 root tty 4, 11 2011-11-25 19:28 tty11 crw--w---- 1 root tty 4, 12 2011-11-25 19:28 tty12 crw--w---- 1 root tty 4, 13 2011-11-25 19:28 tty13 crw--w---- 1 root tty 4, 14 2011-11-25 19:28 tty14 crw--w---- 1 root tty 4, 15 2011-11-25 19:28 tty15 crw--w---- 1 root tty 4, 16 2011-11-25 19:28 tty16 crw--w---- 1 root tty 4, 17 2011-11-25 19:28 tty17 crw--w---- 1 root tty 4, 18 2011-11-25 19:28 tty18 crw--w---- 1 root tty 4, 19 2011-11-25 19:28 tty19 crw------- 1 root root 4, 2 2011-11-25 19:28 tty2 crw--w---- 1 root tty 4, 20 2011-11-25 19:28 tty20 crw--w---- 1 root tty 4, 21 2011-11-25 19:28 tty21 crw--w---- 1 root tty 4, 22 2011-11-25 19:28 tty22 crw--w---- 1 root tty 4, 23 2011-11-25 19:28 tty23 crw--w---- 1 root tty 4, 24 2011-11-25 19:28 tty24 crw--w---- 1 root tty 4, 25 2011-11-25 19:28 tty25 crw--w---- 1 root tty 4, 26 2011-11-25 19:28 tty26 crw--w---- 1 root tty 4, 27 2011-11-25 19:28 tty27 crw--w---- 1 root tty 4, 28 2011-11-25 19:28 tty28 crw--w---- 1 root tty 4, 29 2011-11-25 19:28 tty29 crw------- 1 root root 4, 3 2011-11-25 19:28 tty3 crw--w---- 1 root tty 4, 30 2011-11-25 19:28 tty30 crw--w---- 1 root tty 4, 31 2011-11-25 19:28 tty31 crw--w---- 1 root tty 4, 32 2011-11-25 19:28 tty32 crw--w---- 1 root tty 4, 33 2011-11-25 19:28 tty33 crw--w---- 1 root tty 4, 34 2011-11-25 19:28 tty34 crw--w---- 1 root tty 4, 35 2011-11-25 19:28 tty35 crw--w---- 1 root tty 4, 36 2011-11-25 19:28 tty36 crw--w---- 1 root tty 4, 37 2011-11-25 19:28 tty37 crw--w---- 1 root tty 4, 38 2011-11-25 19:28 tty38 crw--w---- 1 root tty 4, 39 2011-11-25 19:28 tty39 crw------- 1 root root 4, 4 2011-11-25 19:28 tty4 crw--w---- 1 root tty 4, 40 2011-11-25 19:28 tty40 crw--w---- 1 root tty 4, 41 2011-11-25 19:28 tty41 crw--w---- 1 root tty 4, 42 2011-11-25 19:28 tty42 crw--w---- 1 root tty 4, 43 2011-11-25 19:28 tty43 crw--w---- 1 root tty 4, 44 2011-11-25 19:28 tty44 crw--w---- 1 root tty 4, 45 2011-11-25 19:28 tty45 crw--w---- 1 root tty 4, 46 2011-11-25 19:28 tty46 crw--w---- 1 root tty 4, 47 2011-11-25 19:28 tty47 crw--w---- 1 root tty 4, 48 2011-11-25 19:28 tty48 crw--w---- 1 root tty 4, 49 2011-11-25 19:28 tty49 crw------- 1 root root 4, 5 2011-11-25 19:28 tty5 crw--w---- 1 root tty 4, 50 2011-11-25 19:28 tty50 crw--w---- 1 root tty 4, 51 2011-11-25 19:28 tty51 crw--w---- 1 root tty 4, 52 2011-11-25 19:28 tty52 crw--w---- 1 root tty 4, 53 2011-11-25 19:28 tty53 crw--w---- 1 root tty 4, 54 2011-11-25 19:28 tty54 crw--w---- 1 root tty 4, 55 2011-11-25 19:28 tty55 crw--w---- 1 root tty 4, 56 2011-11-25 19:28 tty56 crw--w---- 1 root tty 4, 57 2011-11-25 19:28 tty57 crw--w---- 1 root tty 4, 58 2011-11-25 19:28 tty58 crw--w---- 1 root tty 4, 59 2011-11-25 19:28 tty59 crw------- 1 root root 4, 6 2011-11-25 19:28 tty6 crw--w---- 1 root tty 4, 60 2011-11-25 19:28 tty60 crw--w---- 1 root tty 4, 61 2011-11-25 19:28 tty61 crw--w---- 1 root tty 4, 62 2011-11-25 19:28 tty62 crw--w---- 1 root tty 4, 63 2011-11-25 19:28 tty63 crw--w---- 1 root tty 4, 7 2011-11-25 19:28 tty7 crw--w---- 1 root tty 4, 8 2011-11-25 19:28 tty8 crw--w---- 1 root tty 4, 9 2011-11-25 19:28 tty9 crw------- 1 root root 5, 3 2011-11-25 19:28 ttyprintk crw-rw---- 1 root dialout 4, 64 2011-11-25 19:28 ttyS0 crw-rw---- 1 root dialout 4, 65 2011-11-25 19:28 ttyS1 crw-rw---- 1 root dialout 4, 74 2011-11-25 19:28 ttyS10 crw-rw---- 1 root dialout 4, 75 2011-11-25 19:28 ttyS11 crw-rw---- 1 root dialout 4, 76 2011-11-25 19:28 ttyS12 crw-rw---- 1 root dialout 4, 77 2011-11-25 19:28 ttyS13 crw-rw---- 1 root dialout 4, 78 2011-11-25 19:28 ttyS14 crw-rw---- 1 root dialout 4, 79 2011-11-25 19:28 ttyS15 crw-rw---- 1 root dialout 4, 80 2011-11-25 19:28 ttyS16 crw-rw---- 1 root dialout 4, 81 2011-11-25 19:28 ttyS17 crw-rw---- 1 root dialout 4, 82 2011-11-25 19:28 ttyS18 crw-rw---- 1 root dialout 4, 83 2011-11-25 19:28 ttyS19 crw-rw---- 1 root dialout 4, 66 2011-11-25 19:28 ttyS2 crw-rw---- 1 root dialout 4, 84 2011-11-25 19:28 ttyS20 crw-rw---- 1 root dialout 4, 85 2011-11-25 19:28 ttyS21 crw-rw---- 1 root dialout 4, 86 2011-11-25 19:28 ttyS22 crw-rw---- 1 root dialout 4, 87 2011-11-25 19:28 ttyS23 crw-rw---- 1 root dialout 4, 88 2011-11-25 19:28 ttyS24 crw-rw---- 1 root dialout 4, 89 2011-11-25 19:28 ttyS25 crw-rw---- 1 root dialout 4, 90 2011-11-25 19:28 ttyS26 crw-rw---- 1 root dialout 4, 91 2011-11-25 19:28 ttyS27 crw-rw---- 1 root dialout 4, 92 2011-11-25 19:28 ttyS28 crw-rw---- 1 root dialout 4, 93 2011-11-25 19:28 ttyS29 crw-rw---- 1 root dialout 4, 67 2011-11-25 19:28 ttyS3 crw-rw---- 1 root dialout 4, 94 2011-11-25 19:28 ttyS30 crw-rw---- 1 root dialout 4, 95 2011-11-25 19:28 ttyS31 crw-rw---- 1 root dialout 4, 68 2011-11-25 19:28 ttyS4 crw-rw---- 1 root dialout 4, 69 2011-11-25 19:28 ttyS5 crw-rw---- 1 root dialout 4, 70 2011-11-25 19:28 ttyS6 crw-rw---- 1 root dialout 4, 71 2011-11-25 19:28 ttyS7 crw-rw---- 1 root dialout 4, 72 2011-11-25 19:28 ttyS8 crw-rw---- 1 root dialout 4, 73 2011-11-25 19:28 ttyS9 d rwxr-xr-x 3 root root 60 2011-11-25 19:28 .udev crw-r----- 1 root root 10, 223 2011-11-25 19:28 uinput crw-rw-rw- 1 root root 1, 9 2011-11-25 19:28 urandom drwxr-xr-x 2 root root 60 2011-11-25 19:27 usb crw------- 1 root root 252, 0 2011-11-25 19:28 usbmon0 crw------- 1 root root 252, 1 2011-11-25 19:28 usbmon1 crw------- 1 root root 252, 2 2011-11-25 19:28 usbmon2 crw------- 1 root root 252, 3 2011-11-25 19:28 usbmon3 crw------- 1 root root 252, 4 2011-11-25 19:28 usbmon4 crw------- 1 root root 252, 5 2011-11-25 19:28 usbmon5 crw------- 1 root root 252, 6 2011-11-25 19:28 usbmon6 crw------- 1 root root 252, 7 2011-11-25 19:28 usbmon7 crw------- 1 root root 252, 8 2011-11-25 19:28 usbmon8 drwxr-xr-x 4 root root 80 2011-11-25 19:28 v4l crw------- 1 root root 10, 57 2011-11-25 19:28 vboxdrv crw------- 1 root root 10, 56 2011-11-25 19:28 vboxnetctl drwxr-x--- 4 root vboxusers 80 2011-11-25 19:28 vboxusb crw-rw---- 1 root tty 7, 0 2011-11-25 19:28 vcs crw-rw---- 1 root tty 7, 1 2011-11-25 19:28 vcs1 crw-rw---- 1 root tty 7, 2 2011-11-25 19:28 vcs2 crw-rw---- 1 root tty 7, 3 2011-11-25 19:28 vcs3 crw-rw---- 1 root tty 7, 4 2011-11-25 19:28 vcs4 crw-rw---- 1 root tty 7, 5 2011-11-25 19:28 vcs5 crw-rw---- 1 root tty 7, 6 2011-11-25 19:28 vcs6 crw-rw---- 1 root tty 7, 128 2011-11-25 19:28 vcsa crw-rw---- 1 root tty 7, 129 2011-11-25 19:28 vcsa1 crw-rw---- 1 root tty 7, 130 2011-11-25 19:28 vcsa2 crw-rw---- 1 root tty 7, 131 2011-11-25 19:28 vcsa3 crw-rw---- 1 root tty 7, 132 2011-11-25 19:28 vcsa4 crw-rw---- 1 root tty 7, 133 2011-11-25 19:28 vcsa5 crw-rw---- 1 root tty 7, 134 2011-11-25 19:28 vcsa6 crw------- 1 root root 10, 63 2011-11-25 19:28 vga_arbiter crw-rw----+ 1 root video 81, 0 2011-11-25 19:28 video0 crw-rw-rw- 1 root root 1, 5 2011-11-25 19:28 zero sg_scan -i gives me: sudo sg_scan -i /dev/sg0: scsi0 channel=0 id=0 lun=0 [em] ATA ST31000524NS SN12 [rmb=0 cmdq=0 pqual=0 pdev=0x0] /dev/sg1: scsi0 channel=0 id=1 lun=0 [em] ATA WDC WD15EADS-00S 01.0 [rmb=0 cmdq=0 pqual=0 pdev=0x0] /dev/sg2: scsi2 channel=0 id=0 lun=0 [em] HL-DT-ST BDDVDRW CH08LS10 2.00 [rmb=1 cmdq=0 pqual=0 pdev=0x5] sg_map gives me: /dev/sg0 /dev/sda /dev/sg1 /dev/sdb /dev/sg2 /dev/scd0 lsscsi -l gives me: [0:0:0:0] disk ATA ST31000524NS SN12 /dev/sda state=running queue_depth=1 scsi_level=6 type=0 device_blocked=0 timeout=30 [0:0:1:0] disk ATA WDC WD15EADS-00S 01.0 /dev/sdb state=running queue_depth=1 scsi_level=6 type=0 device_blocked=0 timeout=30 [2:0:0:0] cd/dvd HL-DT-ST BDDVDRW CH08LS10 2.00 /dev/sr0 state=running queue_depth=1 scsi_level=6 type=5 device_blocked=0 timeout=30 my udf mod is: filename: /lib/modules/3.0.0-14-generic/kernel/fs/udf/udf.ko license: GPL description: Universal Disk Format Filesystem author: Ben Fennema srcversion: 6ABDE012374D96B9685B8E5 depends: crc-itu-t vermagic: 3.0.0-14-generic SMP mod_unload modversions Do I need special drivers or mods enabled? Do I need to change some BIOS settings? edit: Somehow I am now able to fire the mount command without any filesystem errors, but now I get: mount: no medium found on /dev/sr0

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  • (and a new ray smith equipment webpage)

    - by raysmithequip
    Originally posted on: http://geekswithblogs.net/raysmithequip/archive/2013/10/15/154351.aspxPlease bear with me, apparently we lost jabry.com to what I am not sure.  I have yet another webpage coming to http://www.raysmithequip.netai.net/ . Right now it is pretty bare, I just spent an hour configuring web matrix 2.0 (3 no likey like vista!!).  I should have the shoppers corner sub page back up intime for black friday though, soo keep your eyes posted.To keep you busy meantime, be sure to check out inmoov, a really cool open source 3d printed diy robot.I chanced upon it from the dangerous prototypes web site some time ago and consider it the one project that will rock the world in the immediate future.inmoov.blogspot.com/ raysmithn3twu

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  • 3D collision detection with meshes using only raycasting?

    - by Nick
    I'm building a game using WebGL and Three.js, and so far I have a terrain with a guy walking on it. I simply cast a ray downwards to know the terrain height. How can I do this for other 3D objects, like the inside of a house? Is this possible by casting many rays in every direction of the player? If not, I would like to know how I can achieve the simplest collision detection possible for other meshes. Do you have to cast a ray to every triangle in every mesh nearby?

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  • Nonstatic conversion functions; Casting different types, e.g. DirectX vector to OpenGL vector

    - by Markus
    I am currently working on a game "engine" that needs to move values between a 3D engine, a physics engine and a scripting language. Since I need to apply vectors from the physics engine to 3D objects very often and want to be able to control both the 3D, as well as the physics objects through the scripting system, I need a mechanism to convert a vector of one type (e.g. vector3d<float>) to a vector of the other type (e.g. btVector3). Unfortunately I can make no assumptions on how the classes/structs are laid out, so a simple reinterpret_cast probably won't do. So the question is: Is there some sort of 'static'/non-member casting method to achieve basically this: vector3d<float> operator vector3d<float>(btVector3 vector) { // convert and return } btVector3 operator btVector3(vector3d<float> vector) { // convert and return } Right now this won't compile since casting operators need to be member methods. (error C2801: 'operator foo' must be a non-static member)

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  • Why is casting and comparing in PHP faster than is_*?

    - by tstenner
    While optimizing a function in PHP, I changed if(is_array($obj)) foreach($obj as $key=$value { [snip] } else if(is_object($obj)) foreach($obj as $key=$value { [snip] } to if($obj == (array) $obj) foreach($obj as $key=$value { [snip] } else if($obj == (obj) $obj) foreach($obj as $key=$value { [snip] } After learning about ===, I changed that to if($obj === (array) $obj) foreach($obj as $key=$value { [snip] } else if($obj === (obj) $obj) foreach($obj as $key=$value { [snip] } Changing each test from is_* to casting resulted in a major speedup (30%). I understand that === is faster than == as no coercion has to be done, but why is casting the variable so much faster than calling any of the is_*-functions?

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  • Ray-box Intersection Theory

    - by Myx
    Hello: I wish to determine the intersection point between a ray and a box. The box is defined by its min 3D coordinate and max 3D coordinate and the ray is defined by its origin and the direction to which it points. Currently, I am forming a plane for each face of the box and I'm intersecting the ray with the plane. If the ray intersects the plane, then I check whether or not the intersection point is actually on the surface of the box. If so, I check whether it is the closest intersection for this ray and I return the closest intersection. The way I check whether the plane-intersection point is on the box surface itself is through a function bool PointOnBoxFace(R3Point point, R3Point corner1, R3Point corner2) { double min_x = min(corner1.X(), corner2.X()); double max_x = max(corner1.X(), corner2.X()); double min_y = min(corner1.Y(), corner2.Y()); double max_y = max(corner1.Y(), corner2.Y()); double min_z = min(corner1.Z(), corner2.Z()); double max_z = max(corner1.Z(), corner2.Z()); if(point.X() >= min_x && point.X() <= max_x && point.Y() >= min_y && point.Y() <= max_y && point.Z() >= min_z && point.Z() <= max_z) return true; return false; } where corner1 is one corner of the rectangle for that box face and corner2 is the opposite corner. My implementation works most of the time but sometimes it gives me the wrong intersection. I was wondering if the way I'm checking whether the intersection point is on the box is correct or if I should use some other algorithm. Thanks.

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