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  • Need Help Setting an Image with Transparent Background to Clipboard

    - by AMissico
    I need help setting a transparent image to the clipboard. I keep getting "handle is invalid". Basically, I need a "second set of eyes" to look over the following code. (The complete working project at ftp://missico.net/ImageVisualizer.zip.) This is an image Debug Visualizer class library, but I made the included project to run as an executable for testing. (Note that window is a toolbox window and show in taskbar is set to false.) I was tired of having to perform a screen capture on the toolbox window, open the screen capture with an image editor, and then deleting the background added because it was a screen capture. So I thought I would quickly put the transparent image onto the clipboard. Well, the problem is...no transparency support for Clipboard.SetImage. Google to the rescue...not quite. This is what I have so far. I pulled from a number of sources. See the code for the main reference. My problem is the "invalid handle" when using CF_DIBV5. Do I need to use BITMAPV5HEADER and CreateDIBitmap? Any help from you GDI/GDI+ Wizards would be greatly appreciated. public static void SetClipboardData(Bitmap bitmap, IntPtr hDC) { const uint SRCCOPY = 0x00CC0020; const int CF_DIBV5 = 17; const int CF_BITMAP = 2; //'reference //'http://social.msdn.microsoft.com/Forums/en-US/winforms/thread/816a35f6-9530-442b-9647-e856602cc0e2 IntPtr memDC = CreateCompatibleDC(hDC); IntPtr memBM = CreateCompatibleBitmap(hDC, bitmap.Width, bitmap.Height); SelectObject(memDC, memBM); using (Graphics g = Graphics.FromImage(bitmap)) { IntPtr hBitmapDC = g.GetHdc(); IntPtr hBitmap = bitmap.GetHbitmap(); SelectObject(hBitmapDC, hBitmap); BitBlt(memDC, 0, 0, bitmap.Width, bitmap.Height, hBitmapDC, 0, 0, SRCCOPY); if (!OpenClipboard(IntPtr.Zero)) { throw new System.Runtime.InteropServices.ExternalException("Could not open Clipboard", new Win32Exception()); } if (!EmptyClipboard()) { throw new System.Runtime.InteropServices.ExternalException("Unable to empty Clipboard", new Win32Exception()); } //IntPtr hClipboard = SetClipboardData(CF_BITMAP, memBM); //works but image is not transparent //all my attempts result in SetClipboardData returning hClipboard = IntPtr.Zero IntPtr hClipboard = SetClipboardData(CF_DIBV5, memBM); //because if (hClipboard == IntPtr.Zero) { // InnerException: System.ComponentModel.Win32Exception // Message="The handle is invalid" // ErrorCode=-2147467259 // NativeErrorCode=6 // InnerException: throw new System.Runtime.InteropServices.ExternalException("Could not put data on Clipboard", new Win32Exception()); } if (!CloseClipboard()) { throw new System.Runtime.InteropServices.ExternalException("Could not close Clipboard", new Win32Exception()); } g.ReleaseHdc(hBitmapDC); } } private void __copyMenuItem_Click(object sender, EventArgs e) { using (Graphics g = __pictureBox.CreateGraphics()) { IntPtr hDC = g.GetHdc(); MemoryStream ms = new MemoryStream(); __pictureBox.Image.Save(ms, ImageFormat.Png); ms.Seek(0, SeekOrigin.Begin); Image imag = Image.FromStream(ms); // Derive BitMap object using Image instance, so that you can avoid the issue //"a graphics object cannot be created from an image that has an indexed pixel format" Bitmap img = new Bitmap(new Bitmap(imag)); SetClipboardData(img, hDC); g.ReleaseHdc(); } }

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  • Access Violation Exception when trying to perform WTSVirtualChannelRead

    - by Scott Chamberlain
    I am trying to write a hello world type program for using virtual channels in the windows terminal services client. public partial class Form1 : Form { public Form1() { InitializeComponent(); } IntPtr mHandle = IntPtr.Zero; private void Form1_Load(object sender, EventArgs e) { mHandle = NativeMethods.WTSVirtualChannelOpen(IntPtr.Zero, -1, "TSCRED"); } private void button1_Click(object sender, EventArgs e) { int bufferSize = 1024; byte[] buffer = new byte[bufferSize]; int bytesRead = 0; NativeMethods.WTSVirtualChannelRead(mHandle, 0, buffer, bufferSize, ref bytesRead); if (bytesRead != 0) { MessageBox.Show("Got no Data"); } else { MessageBox.Show("Got data: " + bytesRead); } } protected override void Dispose(bool disposing) { if (mHandle != System.IntPtr.Zero) { NativeMethods.WTSVirtualChannelClose(mHandle); } base.Dispose(disposing); } } internal static class NativeMethods { [DllImport("Wtsapi32.dll")] public static extern IntPtr WTSVirtualChannelOpen(IntPtr server, int sessionId, [MarshalAs(UnmanagedType.LPStr)] string virtualName); [DllImport("Wtsapi32.dll", SetLastError = true)] public static extern bool WTSVirtualChannelRead(IntPtr channelHandle, long timeout, byte[] buffer, int length, ref int bytesReaded); [DllImport("Wtsapi32.dll")] public static extern bool WTSVirtualChannelClose(IntPtr channelHandle); } On NativeMethods.WTSVirtualChannelRead(mHandle, 0, buffer, bufferSize, ref bytesRead); I get the following error every time. System.AccessViolationException was unhandled by user code Message=Attempted to read or write protected memory. This is often an indication that other memory is corrupt. Source=RemoteForm StackTrace: at RemoteForm.NativeMethods.WTSVirtualChannelRead(IntPtr channelHandle, Int64 timeout, Byte[] buffer, Int32 length, Int32& bytesReaded) at RemoteForm.Form1.button1_Click(Object sender, EventArgs e) in E:\Visual Studio 2010\Projects\RemoteForm\Form1.cs:line 31 at System.Windows.Forms.Control.OnClick(EventArgs e) at System.Windows.Forms.Button.OnClick(EventArgs e) at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ButtonBase.WndProc(Message& m) at System.Windows.Forms.Button.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) InnerException: I am sending the data from the MSTSC COM object and ActiveX controll. public partial class Form1 : Form { public Form1() { InitializeComponent(); } private void Form1_Load(object sender, EventArgs e) { rdp.Server = "schamberlainvm"; rdp.UserName = "TestAcct"; IMsTscNonScriptable secured = (IMsTscNonScriptable)rdp.GetOcx(); secured.ClearTextPassword = "asdf"; rdp.CreateVirtualChannels("TSCRED"); rdp.Connect(); } private void button1_Click(object sender, EventArgs e) { rdp.SendOnVirtualChannel("TSCRED", "This is a test"); } } //Designer code // // rdp // this.rdp.Enabled = true; this.rdp.Location = new System.Drawing.Point(12, 12); this.rdp.Name = "rdp"; this.rdp.OcxState = ((System.Windows.Forms.AxHost.State)(resources.GetObject("rdp.OcxState"))); this.rdp.Size = new System.Drawing.Size(1092, 580); this.rdp.TabIndex = 0; Any help on this would be greatly appreciated.

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  • Need Help Setting Transparent Image to Clipboard

    - by AMissico
    I need help setting a transparent image to the clipboard. I keep getting "handle is invalid". Following is the specific code with the complete working project at ftp://missico.net/ImageVisualizer.zip. This is an image Debug Visualizer class library, but I made to run as executable for testing. (Note that window is a toolbox window and show in taskbar is set to false.) I was tired of having to perform a screen capture on the toolbox window, open with an image editor, and then deleting the background added due to the screen capture. So I thought I would quickly put the transparent image onto the clipboard. Well, the problem is...no transparency support for Clipboard.SetImage. Google to the rescue...not quite. This is what I have so far pulled from a number of sources. See the code for the main reference. My problem is the "invalid handle" when using CF_DIBV5. I imagine the problem is related to BITMAPV5HEADER and CreateDIBitmap. Any help from you GDI/GDI+ Wizards would be greatly appreciated. public static void SetClipboardData(Bitmap bitmap, IntPtr hDC) { const uint SRCCOPY = 0x00CC0020; const int CF_DIBV5 = 17; const int CF_BITMAP = 2; //'reference //'http://social.msdn.microsoft.com/Forums/en-US/winforms/thread/816a35f6-9530-442b-9647-e856602cc0e2 IntPtr memDC = CreateCompatibleDC(hDC); IntPtr memBM = CreateCompatibleBitmap(hDC, bitmap.Width, bitmap.Height); SelectObject(memDC, memBM); using (Graphics g = Graphics.FromImage(bitmap)) { IntPtr hBitmapDC = g.GetHdc(); IntPtr hBitmap = bitmap.GetHbitmap(); SelectObject(hBitmapDC, hBitmap); BitBlt(memDC, 0, 0, bitmap.Width, bitmap.Height, hBitmapDC, 0, 0, SRCCOPY); if (!OpenClipboard(IntPtr.Zero)) { throw new System.Runtime.InteropServices.ExternalException("Could not open Clipboard", new Win32Exception()); } if (!EmptyClipboard()) { throw new System.Runtime.InteropServices.ExternalException("Unable to empty Clipboard", new Win32Exception()); } //IntPtr hClipboard = SetClipboardData(CF_BITMAP, memBM); //works but image is not transparent //all my attempts result in SetClipboardData returning hClipboard = IntPtr.Zero IntPtr hClipboard = SetClipboardData(CF_DIBV5, memBM); //because if (hClipboard == IntPtr.Zero) { // InnerException: System.ComponentModel.Win32Exception // Message="The handle is invalid" // ErrorCode=-2147467259 // NativeErrorCode=6 // InnerException: throw new System.Runtime.InteropServices.ExternalException("Could not put data on Clipboard", new Win32Exception()); } if (!CloseClipboard()) { throw new System.Runtime.InteropServices.ExternalException("Could not close Clipboard", new Win32Exception()); } g.ReleaseHdc(hBitmapDC); } } private void __copyMenuItem_Click(object sender, EventArgs e) { //'Applications that I have verified can paste the clipboard custom data format PNG are: //' Word 2003 //' Excel 2003 using (Graphics g = __pictureBox.CreateGraphics()) { IntPtr hDC = g.GetHdc(); MemoryStream ms = new MemoryStream(); __pictureBox.Image.Save(ms, ImageFormat.Png); ms.Seek(0, SeekOrigin.Begin); Image imag = Image.FromStream(ms); // Derive BitMap object using Image instance, so that you can avoid the issue //"a graphics object cannot be created from an image that has an indexed pixel format" Bitmap img = new Bitmap(new Bitmap(imag)); SetClipboardData(img, hDC); g.ReleaseHdc(); } }

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  • Optimizing Python code with many attribute and dictionary lookups

    - by gotgenes
    I have written a program in Python which spends a large amount of time looking up attributes of objects and values from dictionary keys. I would like to know if there's any way I can optimize these lookup times, potentially with a C extension, to reduce the time of execution, or if I need to simply re-implement the program in a compiled language. The program implements some algorithms using a graph. It runs prohibitively slowly on our data sets, so I profiled the code with cProfile using a reduced data set that could actually complete. The vast majority of the time is being burned in one function, and specifically in two statements, generator expressions, within the function: The generator expression at line 202 is neighbors_in_selected_nodes = (neighbor for neighbor in node_neighbors if neighbor in selected_nodes) and the generator expression at line 204 is neighbor_z_scores = (interaction_graph.node[neighbor]['weight'] for neighbor in neighbors_in_selected_nodes) The source code for this function of context provided below. selected_nodes is a set of nodes in the interaction_graph, which is a NetworkX Graph instance. node_neighbors is an iterator from Graph.neighbors_iter(). Graph itself uses dictionaries for storing nodes and edges. Its Graph.node attribute is a dictionary which stores nodes and their attributes (e.g., 'weight') in dictionaries belonging to each node. Each of these lookups should be amortized constant time (i.e., O(1)), however, I am still paying a large penalty for the lookups. Is there some way which I can speed up these lookups (e.g., by writing parts of this as a C extension), or do I need to move the program to a compiled language? Below is the full source code for the function that provides the context; the vast majority of execution time is spent within this function. def calculate_node_z_prime( node, interaction_graph, selected_nodes ): """Calculates a z'-score for a given node. The z'-score is based on the z-scores (weights) of the neighbors of the given node, and proportional to the z-score (weight) of the given node. Specifically, we find the maximum z-score of all neighbors of the given node that are also members of the given set of selected nodes, multiply this z-score by the z-score of the given node, and return this value as the z'-score for the given node. If the given node has no neighbors in the interaction graph, the z'-score is defined as zero. Returns the z'-score as zero or a positive floating point value. :Parameters: - `node`: the node for which to compute the z-prime score - `interaction_graph`: graph containing the gene-gene or gene product-gene product interactions - `selected_nodes`: a `set` of nodes fitting some criterion of interest (e.g., annotated with a term of interest) """ node_neighbors = interaction_graph.neighbors_iter(node) neighbors_in_selected_nodes = (neighbor for neighbor in node_neighbors if neighbor in selected_nodes) neighbor_z_scores = (interaction_graph.node[neighbor]['weight'] for neighbor in neighbors_in_selected_nodes) try: max_z_score = max(neighbor_z_scores) # max() throws a ValueError if its argument has no elements; in this # case, we need to set the max_z_score to zero except ValueError, e: # Check to make certain max() raised this error if 'max()' in e.args[0]: max_z_score = 0 else: raise e z_prime = interaction_graph.node[node]['weight'] * max_z_score return z_prime Here are the top couple of calls according to cProfiler, sorted by time. ncalls tottime percall cumtime percall filename:lineno(function) 156067701 352.313 0.000 642.072 0.000 bpln_contextual.py:204(<genexpr>) 156067701 289.759 0.000 289.759 0.000 bpln_contextual.py:202(<genexpr>) 13963893 174.047 0.000 816.119 0.000 {max} 13963885 69.804 0.000 936.754 0.000 bpln_contextual.py:171(calculate_node_z_prime) 7116883 61.982 0.000 61.982 0.000 {method 'update' of 'set' objects}

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  • Calculus? Need help solving for a time-dependent variable given some other variables.

    - by user451527
    Long story short, I'm making a platform game. I'm not old enough to have taken Calculus yet, so I know not of derivatives or integrals, but I know of them. The desired behavior is for my character to automagically jump when there is a block to either side of him that is above the one he's standing on; for instance, stairs. This way the player can just hold left / right to climb stairs, instead of having to spam the jump key too. The issue is with the way I've implemented jumping; I've decided to go mario-style, and allow the player to hold 'jump' longer to jump higher. To do so, I have a 'jump' variable which is added to the player's Y velocity. The jump variable increases to a set value when the 'jump' key is pressed, and decreases very quickly once the 'jump' key is released, but decreases less quickly so long as you hold the 'jump' key down, thus providing continuous acceleration up as long as you hold 'jump.' This also makes for a nice, flowing jump, rather than a visually jarring, abrupt acceleration. So, in order to account for variable stair height, I want to be able to calculate exactly what value the 'jump' variable should get in order to jump exactly to the height of the stair; preferably no more, no less, though slightly more is permissible. This way the character can jump up steep or shallow flights of stairs without it looking weird or being slow. There are essentially 5 variables in play: h -the height the character needs to jump to reach the stair top<br> j -the jump acceleration variable<br> v -the vertical velocity of the character<br> p -the vertical position of the character<br> d -initial vertical position of the player minus final position<br> Each timestep:<br> j -= 1.5; //the jump variable's deceleration<br> v -= j; //the jump value's influence on vertical speed<br> v *= 0.95; //friction on the vertical speed<br> v += 1; //gravity<br> p += v; //add the vertical speed to the vertical position<br> v-initial is known to be zero<br> v-final is known to be zero<br> p-initial is known<br> p-final is known<br> d is known to be p-initial minus p-final<br> j-final is known to be zero<br> j-initial is unknown<br> Given all of these facts, how can I make an equation that will solve for j? tl;dr How do I Calculus? Much thanks to anyone who's made it this far and decides to plow through this problem.

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  • Fastest way to pad a number in Java to a certain number of digits

    - by Martin
    Am trying to create a well-optimised bit of code to create number of X-digits in length (where X is read from a runtime properties file), based on a DB-generated sequence number (Y), which is then used a folder-name when saving a file. I've come up with three ideas so far, the fastest of which is the last one, but I'd appreciate any advice people may have on this... 1) Instantiate a StringBuilder with initial capacity X. Append Y. While length < X, insert a zero at pos zero. 2) Instantiate a StringBuilder with initial capacity X. While length < X, append a zero. Create a DecimalFormat based on StringBuilder value, and then format the number when it's needed. 3) Create a new int of Math.pow( 10, X ) and add Y. Use String.valueOf() on the new number and then substring(1) it. The second one can obviously be split into outside-loop and inside-loop sections. So, any tips? Using a for-loop of 10,000 iterations, I'm getting similar timings from the first two, and the third method is approximately ten-times faster. Does this seem correct? Full test-method code below... // Setup test variables int numDigits = 9; int testNumber = 724; int numIterations = 10000; String folderHolder = null; DecimalFormat outputFormat = new DecimalFormat( "#,##0" ); // StringBuilder test long before = System.nanoTime(); for ( int i = 0; i < numIterations; i++ ) { StringBuilder sb = new StringBuilder( numDigits ); sb.append( testNumber ); while ( sb.length() < numDigits ) { sb.insert( 0, 0 ); } folderHolder = sb.toString(); } long after = System.nanoTime(); System.out.println( "01: " + outputFormat.format( after - before ) + " nanoseconds" ); System.out.println( "Sanity check: Folder = \"" + folderHolder + "\"" ); // DecimalFormat test before = System.nanoTime(); StringBuilder sb = new StringBuilder( numDigits ); while ( sb.length() < numDigits ) { sb.append( 0 ); } DecimalFormat formatter = new DecimalFormat( sb.toString() ); for ( int i = 0; i < numIterations; i++ ) { folderHolder = formatter.format( testNumber ); } after = System.nanoTime(); System.out.println( "02: " + outputFormat.format( after - before ) + " nanoseconds" ); System.out.println( "Sanity check: Folder = \"" + folderHolder + "\"" ); // Substring test before = System.nanoTime(); int baseNum = (int)Math.pow( 10, numDigits ); for ( int i = 0; i < numIterations; i++ ) { int newNum = baseNum + testNumber; folderHolder = String.valueOf( newNum ).substring( 1 ); } after = System.nanoTime(); System.out.println( "03: " + outputFormat.format( after - before ) + " nanoseconds" ); System.out.println( "Sanity check: Folder = \"" + folderHolder + "\"" );

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  • Somebody knows why the sectors of the IBM floppy disk are named 1 to 8 (and not 0 to 7 )

    - by Olivier Briand
    I am now programming on a 8 bits Z80 computer with CP/M 2.2, (as a hobby) and the floppy disk format is IBM, 40 tracks, 8 sectors per track, 512 bytes per sector. free space is 154 Ko on each face of the disk. Why the sectors are indexed 1 to 8 (and not zero to seven, as usually is seen with computers)? The catalog of the floppy disk is on the track 1 (sector 1 to 4, 64 entries). I'm wondering is the catalog on track zero? Is the zero track reserved to included a system (as track 0 & 1 are reserved to the system on a CP/M floppy disk, and catalog is on track 2)?

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  • SQL SERVER – Removing Leading Zeros From Column in Table

    - by pinaldave
    Some questions surprises me and make me write code which I have never explored before. Today was similar experience as well. I have always received the question regarding how to reserve leading zeroes in SQL Server while displaying them on the SSMS or another application. I have written articles on this subject over here. SQL SERVER – Pad Ride Side of Number with 0 – Fixed Width Number Display SQL SERVER – UDF – Pad Ride Side of Number with 0 – Fixed Width Number Display SQL SERVER – Preserve Leading Zero While Coping to Excel from SSMS Today I received a very different question where the user wanted to remove leading zero and white space. I am using the same sample sent by user in this example. USE tempdb GO -- Create sample table CREATE TABLE Table1 (Col1 VARCHAR(100)) INSERT INTO Table1 (Col1) SELECT '0001' UNION ALL SELECT '000100' UNION ALL SELECT '100100' UNION ALL SELECT '000 0001' UNION ALL SELECT '00.001' UNION ALL SELECT '01.001' GO -- Original data SELECT * FROM Table1 GO -- Remove leading zeros SELECT SUBSTRING(Col1, PATINDEX('%[^0 ]%', Col1 + ' '), LEN(Col1)) FROM Table1 GO -- Clean up DROP TABLE Table1 GO Here is the resultset of above script. It will remove any leading zero or space and will display the number accordingly. This problem is a very generic problem and I am confident there are alternate solutions to this problem as well. If you have an alternate solution or can suggest a sample data which does not satisfy the SUBSTRING solution proposed, I will be glad to include them in follow up blog post with due credit. Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Function, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology

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  • Ogre 3d and bullet physics interaction

    - by Tim
    I have been playing around with Ogre3d and trying to integrate bullet physics. I have previously somewhat successfully got this functionality working with irrlicht and bullet and I am trying to base this on what I had done there, but modifying it to fit with Ogre. It is working but not correctly and I would like some help to understand what it is I am doing wrong. I have a state system and when I enter the "gamestate" I call some functions such as setting up a basic scene, creating the physics simulation. I am doing that as follows. void GameState::enter() { ... // Setup Physics btBroadphaseInterface *BroadPhase = new btAxisSweep3(btVector3(-1000,-1000,-1000), btVector3(1000,1000,1000)); btDefaultCollisionConfiguration *CollisionConfiguration = new btDefaultCollisionConfiguration(); btCollisionDispatcher *Dispatcher = new btCollisionDispatcher(CollisionConfiguration); btSequentialImpulseConstraintSolver *Solver = new btSequentialImpulseConstraintSolver(); World = new btDiscreteDynamicsWorld(Dispatcher, BroadPhase, Solver, CollisionConfiguration); ... createScene(); } In the createScene method I add a light and try to setup a "ground" plane to act as the ground for things to collide with.. as follows. I expect there is issues with this as I get objects colliding with the ground but half way through it and they glitch around like crazy on collision. void GameState::createScene() { m_pSceneMgr->createLight("Light")->setPosition(75,75,75); // Physics // As a test we want a floor plane for things to collide with Ogre::Entity *ent; Ogre::Plane p; p.normal = Ogre::Vector3(0,1,0); p.d = 0; Ogre::MeshManager::getSingleton().createPlane( "FloorPlane", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, p, 200000, 200000, 20, 20, true, 1, 9000,9000,Ogre::Vector3::UNIT_Z); ent = m_pSceneMgr->createEntity("floor", "FloorPlane"); ent->setMaterialName("Test/Floor"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(ent); btTransform Transform; Transform.setIdentity(); Transform.setOrigin(btVector3(0,1,0)); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btCollisionShape *Shape = new btStaticPlaneShape(btVector3(0,1,0),0); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(0, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(0, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; // End Physics } I then have a method to create a cube and give it rigid body physics properties. I know there will be errors here as I get the items colliding with the ground but not with each other properly. So I would appreciate some input on what I am doing wrong. void GameState::CreateBox(const btVector3 &TPosition, const btVector3 &TScale, btScalar TMass) { Ogre::Vector3 size = Ogre::Vector3::ZERO; Ogre::Vector3 pos = Ogre::Vector3::ZERO; Ogre::Vector3 scale = Ogre::Vector3::ZERO; pos.x = TPosition.getX(); pos.y = TPosition.getY(); pos.z = TPosition.getZ(); scale.x = TScale.getX(); scale.y = TScale.getY(); scale.z = TScale.getZ(); Ogre::Entity *entity = m_pSceneMgr->createEntity( "Box" + Ogre::StringConverter::toString(m_pNumEntities), "cube.mesh"); entity->setCastShadows(true); Ogre::AxisAlignedBox boundingB = entity->getBoundingBox(); size = boundingB.getSize(); //size /= 2.0f; // Only the half needed? //size *= 0.96f; // Bullet margin is a bit bigger so we need a smaller size entity->setMaterialName("Test/Cube"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(entity); node->setPosition(pos); //node->scale(scale); // Physics btTransform Transform; Transform.setIdentity(); Transform.setOrigin(TPosition); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btVector3 HalfExtents(TScale.getX()*0.5f,TScale.getY()*0.5f,TScale.getZ()*0.5f); btCollisionShape *Shape = new btBoxShape(HalfExtents); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(TMass, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(TMass, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; } Then in the GameState::update() method which which runs every frame to handle input and render etc I call an UpdatePhysics method to update the physics simulation. void GameState::UpdatePhysics(unsigned int TDeltaTime) { World->stepSimulation(TDeltaTime * 0.001f, 60); btRigidBody *TObject; for(std::vector<btRigidBody *>::iterator it = Objects.begin(); it != Objects.end(); ++it) { // Update renderer Ogre::SceneNode *node = static_cast<Ogre::SceneNode *>((*it)->getUserPointer()); TObject = *it; // Set position btVector3 Point = TObject->getCenterOfMassPosition(); node->setPosition(Ogre::Vector3((float)Point[0], (float)Point[1], (float)Point[2])); // set rotation btVector3 EulerRotation; QuaternionToEuler(TObject->getOrientation(), EulerRotation); node->setOrientation(1,(Ogre::Real)EulerRotation[0], (Ogre::Real)EulerRotation[1], (Ogre::Real)EulerRotation[2]); //node->rotate(Ogre::Vector3(EulerRotation[0], EulerRotation[1], EulerRotation[2])); } } void GameState::QuaternionToEuler(const btQuaternion &TQuat, btVector3 &TEuler) { btScalar W = TQuat.getW(); btScalar X = TQuat.getX(); btScalar Y = TQuat.getY(); btScalar Z = TQuat.getZ(); float WSquared = W * W; float XSquared = X * X; float YSquared = Y * Y; float ZSquared = Z * Z; TEuler.setX(atan2f(2.0f * (Y * Z + X * W), -XSquared - YSquared + ZSquared + WSquared)); TEuler.setY(asinf(-2.0f * (X * Z - Y * W))); TEuler.setZ(atan2f(2.0f * (X * Y + Z * W), XSquared - YSquared - ZSquared + WSquared)); TEuler *= RADTODEG; } I seem to have issues with the cubes not colliding with each other and colliding strangely with the ground. I have tried to capture the effect with the attached image. I would appreciate any help in understanding what I have done wrong. Thanks. EDIT : Solution The following code shows the changes I made to get accurate physics. void GameState::createScene() { m_pSceneMgr->createLight("Light")->setPosition(75,75,75); // Physics // As a test we want a floor plane for things to collide with Ogre::Entity *ent; Ogre::Plane p; p.normal = Ogre::Vector3(0,1,0); p.d = 0; Ogre::MeshManager::getSingleton().createPlane( "FloorPlane", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, p, 200000, 200000, 20, 20, true, 1, 9000,9000,Ogre::Vector3::UNIT_Z); ent = m_pSceneMgr->createEntity("floor", "FloorPlane"); ent->setMaterialName("Test/Floor"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(ent); btTransform Transform; Transform.setIdentity(); // Fixed the transform vector here for y back to 0 to stop the objects sinking into the ground. Transform.setOrigin(btVector3(0,0,0)); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btCollisionShape *Shape = new btStaticPlaneShape(btVector3(0,1,0),0); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(0, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(0, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; // End Physics } void GameState::CreateBox(const btVector3 &TPosition, const btVector3 &TScale, btScalar TMass) { Ogre::Vector3 size = Ogre::Vector3::ZERO; Ogre::Vector3 pos = Ogre::Vector3::ZERO; Ogre::Vector3 scale = Ogre::Vector3::ZERO; pos.x = TPosition.getX(); pos.y = TPosition.getY(); pos.z = TPosition.getZ(); scale.x = TScale.getX(); scale.y = TScale.getY(); scale.z = TScale.getZ(); Ogre::Entity *entity = m_pSceneMgr->createEntity( "Box" + Ogre::StringConverter::toString(m_pNumEntities), "cube.mesh"); entity->setCastShadows(true); Ogre::AxisAlignedBox boundingB = entity->getBoundingBox(); // The ogre bounding box is slightly bigger so I am reducing it for // use with the rigid body. size = boundingB.getSize()*0.95f; entity->setMaterialName("Test/Cube"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(entity); node->setPosition(pos); node->showBoundingBox(true); //node->scale(scale); // Physics btTransform Transform; Transform.setIdentity(); Transform.setOrigin(TPosition); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); // I got the size of the bounding box above but wasn't using it to set // the size for the rigid body. This now does. btVector3 HalfExtents(size.x*0.5f,size.y*0.5f,size.z*0.5f); btCollisionShape *Shape = new btBoxShape(HalfExtents); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(TMass, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(TMass, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; } void GameState::UpdatePhysics(unsigned int TDeltaTime) { World->stepSimulation(TDeltaTime * 0.001f, 60); btRigidBody *TObject; for(std::vector<btRigidBody *>::iterator it = Objects.begin(); it != Objects.end(); ++it) { // Update renderer Ogre::SceneNode *node = static_cast<Ogre::SceneNode *>((*it)->getUserPointer()); TObject = *it; // Set position btVector3 Point = TObject->getCenterOfMassPosition(); node->setPosition(Ogre::Vector3((float)Point[0], (float)Point[1], (float)Point[2])); // Convert the bullet Quaternion to an Ogre quaternion btQuaternion btq = TObject->getOrientation(); Ogre::Quaternion quart = Ogre::Quaternion(btq.w(),btq.x(),btq.y(),btq.z()); // use the quaternion with setOrientation node->setOrientation(quart); } } The QuaternionToEuler function isn't needed so that was removed from code and header files. The objects now collide with the ground and each other appropriately.

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  • Stencil mask with AlphaTestEffect

    - by Brendan Wanlass
    I am trying to pull off the following effect in XNA 4.0: http://eng.utah.edu/~brendanw/question.jpg The purple area has 50% opacity. I have gotten pretty close with the following code: public static DepthStencilState AlwaysStencilState = new DepthStencilState() { StencilEnable = true, StencilFunction = CompareFunction.Always, StencilPass = StencilOperation.Replace, ReferenceStencil = 1, DepthBufferEnable = false, }; public static DepthStencilState EqualStencilState = new DepthStencilState() { StencilEnable = true, StencilFunction = CompareFunction.Equal, StencilPass = StencilOperation.Keep, ReferenceStencil = 1, DepthBufferEnable = false, }; ... if (_alphaEffect == null) { _alphaEffect = new AlphaTestEffect(_spriteBatch.GraphicsDevice); _alphaEffect.AlphaFunction = CompareFunction.LessEqual; _alphaEffect.ReferenceAlpha = 129; Matrix projection = Matrix.CreateOrthographicOffCenter(0, _spriteBatch.GraphicsDevice.PresentationParameters.BackBufferWidth, _spriteBatch.GraphicsDevice.PresentationParameters.BackBufferHeight, 0, 0, 1); _alphaEffect.Projection = world.SystemManager.GetSystem<RenderSystem>().Camera.View * projection; } _mask = new RenderTarget2D(_spriteBatch.GraphicsDevice, _spriteBatch.GraphicsDevice.PresentationParameters.BackBufferWidth, _spriteBatch.GraphicsDevice.PresentationParameters.BackBufferHeight, false, SurfaceFormat.Color, DepthFormat.Depth24Stencil8); _spriteBatch.GraphicsDevice.SetRenderTarget(_mask); _spriteBatch.GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.Stencil, Color.Transparent, 0, 0); _spriteBatch.Begin(SpriteSortMode.Immediate, null, null, AlwaysStencilState, null, _alphaEffect); _spriteBatch.Draw(sprite.Texture, position, sprite.SourceRectangle,Color.White, 0f, sprite.Origin, 1f, SpriteEffects.None, 0); _spriteBatch.End(); _spriteBatch.Begin(SpriteSortMode.Immediate, null, null, EqualStencilState, null, null); _spriteBatch.Draw(_maskTex, new Vector2(x * _maskTex.Width, y * _maskTex.Height), null, Color.White, 0f, Vector2.Zero, 1f, SpriteEffects.None, 0); _spriteBatch.End(); _spriteBatch.GraphicsDevice.SetRenderTarget(null); _spriteBatch.GraphicsDevice.Clear(Color.Black); _spriteBatch.Begin(); _spriteBatch.Draw((Texture2D)_mask, Vector2.Zero, null, Color.White, 0f, Vector2.Zero, 1f, SpriteEffects.None, layer/max_layer); _spriteBatch.End(); My problem is, I can't get the AlphaTestEffect to behave. I can either mask over the semi-transparent purple junk and fill it in with the green design, or I can draw over the completely opaque grassy texture. How can I specify the exact opacity that needs to be replace with the green design?

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  • Correct For Loop Design

    - by Yttrill
    What is the correct design for a for loop? Felix currently uses if len a > 0 do for var i in 0 upto len a - 1 do println a.[i]; done done which is inclusive of the upper bound. This is necessary to support the full range of values of a typical integer type. However the for loop shown does not support zero length arrays, hence the special test, nor will the subtraction of 1 work convincingly if the length of the array is equal to the number of integers. (I say convincingly because it may be that 0 - 1 = maxval: this is true in C for unsigned int, but are you sure it is true for unsigned char without thinking carefully about integral promotions?) The actual implementation of the for loop by my compiler does correctly handle 0 but this requires two tests to implement the loop: continue: if not (i <= bound) goto break body if i == bound goto break ++i goto continue break: Throw in the hand coded zero check in the array example and three tests are needed. If the loop were exclusive it would handle zero properly, avoiding the special test, but there'd be no way to express the upper bound of an array with maximum size. Note the C way of doing this: for(i=0; predicate(i); increment(i)) has the same problem. The predicate is tested after the increment, but the terminating increment is not universally valid! There is a general argument that a simple exclusive loop is enough: promote the index to a large type to prevent overflow, and assume no one will ever loop to the maximum value of this type.. but I'm not entirely convinced: if you promoted to C's size_t and looped from the second largest value to the largest you'd get an infinite loop!

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  • Red Dot Scope Makes Sighting In Long Lenses a Snap

    - by Jason Fitzpatrick
    If you’ve ever used a high power lens, you know how tricky it can be to sight a distant subject as the field of view through the lens is so tiny. This hack takes care of that problem by using a zero-magnification red dot rifle scope. Chris Malcolm enjoys photographing birds and other wildlife with high power lenses. The problem, when shooting with huge 500mm lens and other high power lenses, is that they’re practically telescopes and acquiring a fast moving target like a bird using a through-the-lens technique is very tricky. Malcolm’s solution hinges on mounting a zero-magnification red dot rifle scope in parallel with the lens. His mock up is a bit unpolished (although we can understand not wanting to run out and buy a brand new black scope just for the experiment) but works great to get him on target. Hit up the link below to read more about his build, how be created the rail mount for the scope, and why he opted to mount it to the barrel of the lens and not the hot shoe mount on the camera. 500mm Reflex Lens with Red Dot Sight [via DIY Photography] Make Your Own Windows 8 Start Button with Zero Memory Usage Reader Request: How To Repair Blurry Photos HTG Explains: What Can You Find in an Email Header?

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  • "Accumulate" buffer results in XNA4?

    - by Utkarsh Sinha
    I'm trying to simulate a "heightmap" buffer in XNA4.0 but the results don't look correct. Here's what I'm hoping to achieve: http://www.youtube.com/watch?feature=player_detailpage&v=-Q6ISVaM5Ww#t=517s (8:38). From what I understand, here are the steps to reach there: Pass height buffer + current entity's heightmap Generate a stencil and update the height buffer Render sprite+stencil For now, I'm just trying to get the height buffer thing to work. So here's the problem. Inside the draw loop, I do the following: Create a new render target & set it Draw the heightmap with a sprite batch(no shaders) graphicsDevice.SetRenderTarget(null) Draw the rendertarget with SpriteBatch I expected to see all entities' heightmaps. But only the last entity's heightmap is visible. Any hints on what I'm doing wrong? Here's the code inside the draw loop: RenderTarget2D tempDepthStencil = new RenderTarget2D(graphicsDevice, graphicsDevice.Viewport.Width, graphicsDevice.Viewport.Height, false, graphicsDevice.DisplayMode.Format, DepthFormat.None); graphicsDevice.SetRenderTarget(tempDepthStencil); // Gather depth information SpriteBatch depthStencilSpriteBatch = new SpriteBatch(graphicsDevice); depthStencilSpriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.None, RasterizerState.CullCounterClockwise); depthStencilSpriteBatch.Draw(texHeightmap, pos, null, Color.White, 0, Vector2.Zero, 1, spriteEffects, 1); depthStencilSpriteBatch.End(); graphicsDevice.SetRenderTarget(null); SpriteBatch b1 = new SpriteBatch(graphicsDevice); b1.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, null, null, null, null); b1.Draw((Texture2D)tempDepthStencil, Vector2.Zero, null, Color.White, 0, Vector2.Zero, 1, spriteEffects, 1); b1.End();

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  • Upgrading Oracle Siebel CRM Application Without Downtime

    - by Doug Reid
    Oracle’s Siebel Customer Relationship Management (CRM) software helps organizations differentiate their businesses to achieve top- and bottom-line growth. Siebel CRM delivers comprehensive solutions that are tailored to more than 20 different industries. As Siebel CRM implementations have evolved into mission critical, operational business processes that must operate 24/7, companies are finding it increasingly difficult to afford the downtime typically required to perform an in-place upgrade. Without these upgrades, businesses loose out on critical new features and functionality. With Oracle GoldenGate, customers don’t have to choose between upgrades and outages. Oracle GoldenGate allows Siebel CRM customers to perform upgrades with zero downtime. Now Siebel customers can always take advantages of the latest innovations in customer relationship management without having to worry about potential lost revenue due to downtime. Oracle GoldenGate provides three different deployment models for Siebel CRM zero downtime upgrades that are designed to meet differing customer requirements. These range from a basic unidirectional model, which is designed to work out-of-the-box, to the most sophisticated active-active model for phased migrations. If you have mission-critical Siebel CRM implementations I recommend that you watch the screencast below to learn how you can begin taking advantage of all the latest Siebel enhancements without having any downtime. This screencast is also available on Oracle Media Network and Oracle's YouTube channel. For even more details I recommend reading the whitepaper Upgrading Siebel CRM with Zero Downtime .

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  • How do I implement SkyBox in xna 4.0 Reach Profile (for Windows Phone 7)?

    - by Biny
    I'm trying to Implement SkyBox in my phone game. Most of the samples in the web are for HiDef profile, and they are using custom effects (that not supported on Windows Phone). I've tried to follow this guide. But for some reason my SkyBox is not rendered. This is my SkyBox class: using System; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Rocuna.Core; using Rocuna.GameEngine.Graphics; using Rocuna.GameEngine.Graphics.Components; namespace Rocuna.GameEngine.Extension.WP7.Graphics { /// <summary> /// Sky box element for phone games. /// </summary> public class SkyBox : SkyBoxBase { /// <summary> /// Initializes a new instance of the <see cref="SkyBoxBase"/> class. /// </summary> /// <param name="game">The Game that the game component should be attached to.</param> public SkyBox(TextureCube cube, Game game) : base(game) { Cube = cube; CubeFaces = new Texture2D[6]; PositionOffset = new Vector3(20, 20, 20); CreateGraphic(512); StripTexturesFromCube(); InitializeData(Game.GraphicsDevice); } #region Properties /// <summary> /// Gets or sets the position offset. /// </summary> /// <value> /// The position offset. /// </value> public Vector3 PositionOffset { get; set; } /// <summary> /// Gets or sets the position. /// </summary> /// <value> /// The position. /// </value> public Vector3 Position { get; set; } /// <summary> /// Gets or sets the cube. /// </summary> /// <value> /// The cube. /// </value> public TextureCube Cube { get; set; } /// <summary> /// Gets or sets the pixel array. /// </summary> /// <value> /// The pixel array. /// </value> public Color[] PixelArray { get; set; } /// <summary> /// Gets or sets the cube faces. /// </summary> /// <value> /// The cube faces. /// </value> public Texture2D[] CubeFaces { get; set; } /// <summary> /// Gets or sets the vertex buffer. /// </summary> /// <value> /// The vertex buffer. /// </value> public VertexBuffer VertexBuffer { get; set; } /// <summary> /// Gets or sets the index buffer. /// </summary> /// <value> /// The index buffer. /// </value> public IndexBuffer IndexBuffer { get; set; } /// <summary> /// Gets or sets the effect. /// </summary> /// <value> /// The effect. /// </value> public BasicEffect Effect { get; set; } #endregion protected override void LoadContent() { } public override void Update(GameTime gameTime) { var camera = Game.GetService<GraphicManager>().CurrentCamera; this.Position = camera.Position + PositionOffset; base.Update(gameTime); } public override void Draw(GameTime gameTime) { DrawOrder = int.MaxValue; var graphics = Effect.GraphicsDevice; graphics.DepthStencilState = new DepthStencilState() { DepthBufferEnable = false }; graphics.RasterizerState = new RasterizerState() { CullMode = CullMode.None }; graphics.BlendState = new BlendState(); graphics.SamplerStates[0] = SamplerState.AnisotropicClamp; graphics.SetVertexBuffer(VertexBuffer); graphics.Indices = IndexBuffer; Effect.Texture = CubeFaces[0]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 0, 2); Effect.Texture = CubeFaces[1]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 6, 2); Effect.Texture = CubeFaces[2]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 12, 2); Effect.Texture = CubeFaces[3]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 18, 2); Effect.Texture = CubeFaces[4]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 24, 2); Effect.Texture = CubeFaces[5]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 30, 2); base.Draw(gameTime); } #region Fields private List<VertexPositionNormalTexture> _vertices = new List<VertexPositionNormalTexture>(); private List<ushort> _indices = new List<ushort>(); #endregion #region Private methods private void InitializeData(GraphicsDevice graphicsDevice) { VertexBuffer = new VertexBuffer(graphicsDevice, typeof(VertexPositionNormalTexture), _vertices.Count, BufferUsage.None); VertexBuffer.SetData<VertexPositionNormalTexture>(_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<ushort>(_indices.ToArray()); // Create a BasicEffect, which will be used to render the primitive. Effect = new BasicEffect(graphicsDevice); Effect.TextureEnabled = true; Effect.EnableDefaultLighting(); } private void CreateGraphic(float size) { Vector3[] normals = { Vector3.Right, Vector3.Left, Vector3.Up, Vector3.Down, Vector3.Backward, Vector3.Forward, }; Vector2[] textureCoordinates = { Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, }; var index = 0; foreach (var normal in normals) { var side1 = new Vector3(normal.Z, normal.X, normal.Y); var side2 = Vector3.Cross(normal, side1); AddIndex(CurrentVertex + 0); AddIndex(CurrentVertex + 1); AddIndex(CurrentVertex + 2); AddIndex(CurrentVertex + 0); AddIndex(CurrentVertex + 2); AddIndex(CurrentVertex + 3); AddVertex((normal - side1 - side2) * size / 2, normal, textureCoordinates[index++]); AddVertex((normal - side1 + side2) * size / 2, normal, textureCoordinates[index++]); AddVertex((normal + side1 + side2) * size / 2, normal, textureCoordinates[index++]); AddVertex((normal + side1 - side2) * size / 2, normal, textureCoordinates[index++]); } } protected void StripTexturesFromCube() { PixelArray = new Color[Cube.Size * Cube.Size]; for (int s = 0; s < CubeFaces.Length; s++) { CubeFaces[s] = new Texture2D(Game.GraphicsDevice, Cube.Size, Cube.Size, false, SurfaceFormat.Color); switch (s) { case 0: Cube.GetData<Color>(CubeMapFace.PositiveX, PixelArray); CubeFaces[s].SetData<Color>(PixelArray); break; case 1: Cube.GetData(CubeMapFace.NegativeX, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 2: Cube.GetData(CubeMapFace.PositiveY, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 3: Cube.GetData(CubeMapFace.NegativeY, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 4: Cube.GetData(CubeMapFace.PositiveZ, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 5: Cube.GetData(CubeMapFace.NegativeZ, PixelArray); CubeFaces[s].SetData(PixelArray); break; } } } protected void AddVertex(Vector3 position, Vector3 normal, Vector2 textureCoordinates) { _vertices.Add(new VertexPositionNormalTexture(position, normal, textureCoordinates)); } protected void AddIndex(int index) { if (index > ushort.MaxValue) throw new ArgumentOutOfRangeException("index"); _indices.Add((ushort)index); } protected int CurrentVertex { get { return _vertices.Count; } } #endregion } }

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  • How to determine if a 3D voxel-based room is sealed, efficiently

    - by NigelMan1010
    I've been having some issues with efficiently determining if large rooms are sealed in a voxel-based 3D rooms. I'm at a point where I have tried my hardest to solve the problem without asking for help, but not tried enough to give up, so I'm asking for help. To clarify, sealed being that there are no holes in the room. There are oxygen sealers, which check if the room is sealed, and seal depending on the oxygen input level. Right now, this is how I'm doing it: Starting at the block above the sealer tile (the vent is on the sealer's top face), recursively loop through in all 6 adjacent directions If the adjacent tile is a full, non-vacuum tile, continue through the loop If the adjacent tile is not full, or is a vacuum tile, check if it's adjacent blocks are, recursively. Each time a tile is checked, decrement a counter If the count hits zero, if the last block is adjacent to a vacuum tile, return that the area is unsealed If the count hits zero and the last block is not a vacuum tile, or the recursive loop ends (no vacuum tiles left) before the counter is zero, the area is sealed If the area is not sealed, run the loop again with some changes: Checking adjacent blocks for "breathable air" tile instead of a vacuum tile Instead of using a decrementing counter, continue until no adjacent "breathable air" tiles are found. Once loop is finished, set each checked block to a vacuum tile. Here's the code I'm using: http://pastebin.com/NimyKncC The problem: I'm running this check every 3 seconds, sometimes a sealer will have to loop through hundreds of blocks, and a large world with many oxygen sealers, these multiple recursive loops every few seconds can be very hard on the CPU. I was wondering if anyone with more experience with optimization can give me a hand, or at least point me in the right direction. Thanks a bunch.

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  • How to handle circle penetration

    - by Kaertserif
    I've been working on cirlce to circle collision and have gotten the intersection method working correctly, but I'm having problems using the returned values to actually seperate the circles from one another. This is the method which calculates the depth of the circle collision public static Vector2 GetIntersectionDepth(Circle a, Circle b) { float xValue = a.Center.X - b.Center.X; float yValue = a.Center.Y - b.Center.Y; Vector2 depth = Vector2.Zero; float distance = Vector2.Distance(a.Center, b.Center); if (a.Radius + b.Radius > distance) { float result = (a.Radius + b.Radius) - distance; depth.X = (float)Math.Cos(result); depth.Y = (float)Math.Sin(result); } return depth; } This is where I'm trying to apply the values to actually seperate the circles. Vector2 depth = Vector2.Zero; for (int i = 0; i < circlePositions.Count; i++) { for (int j = 0; j < circlePositions.Count; j++) { Circle bounds1 = new Circle(circlePositions[i], circle.Width / 2); Circle bounds2 = new Circle(circlePositions[j], circle.Width / 2); if(i != j) depth = CircleToCircleIntersection.GetIntersectionDepth(bounds1, bounds2); if (depth != Vector2.Zero) { circlePositions[i] = new Vector2(circlePositions[i].X + depth.X, circlePositions[i].Y + depth.Y); } } } If you can offer any help in this I would really appreciate it.

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  • What is wrong with this solution? (Perm-Missing-Elem codility test)

    - by user2956907
    I have started playing with codility and came across this problem: A zero-indexed array A consisting of N different integers is given. The array contains integers in the range [1..(N + 1)], which means that exactly one element is missing. Your goal is to find that missing element. Write a function: int solution(int A[], int N); that, given a zero-indexed array A, returns the value of the missing element. For example, given array A such that: A[0] = 2 A[1] = 3 A[2] = 1 A[3] = 5 the function should return 4, as it is the missing element. Assume that: N is an integer within the range [0..100,000]; the elements of A are all distinct; each element of array A is an integer within the range [1..(N + 1)]. Complexity: expected worst-case time complexity is O(N); expected worst-case space complexity is O(1), beyond input storage (not counting the storage required for input arguments). I have submitted the following solution (in PHP): function solution($A) { $nr = count($A); $totalSum = (($nr+1)*($nr+2))/2; $arrSum = array_sum($A); return ($totalSum-$arrSum); } which gave me a score of 66 of 100, because it was failing the test involving large arrays: "large_range range sequence, length = ~100,000" with the result: RUNTIME ERROR tested program terminated unexpectedly stdout: Invalid result type, int expected. I tested locally with an array of 100.000 elements, and it worked without any problems. So, what seems to be the problem with my code and what kind of test cases did codility use to return "Invalid result type, int expected"?

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  • How to fix the endless printing loop bug in Nevrona Rave

    - by Sean B. Durkin
    Nevrona Designs' Rave Reports is a Report Engine for use by Embarcadero's Delphi IDE. This is what I call the Rave Endless Loop bug. In Rave Reports version 6.5.0 (VCL10) that comes bundled with Delphi 2006, there is a nortorious bug that plagues many Rave report developers. If you have a non-empty dataset, and the data rows for this dataset fit exactly into a page (that is to say there are zero widow rows), then upon PrintPreview, Rave will get stuck in an infinite loop generating pages. This problem has been previously reported in this newsgroup under the following headings: "error: generating infinite pages"; Hugo Hiram 20/9/2006 8:44PM "Rave loop bug. Please help"; Tomas Lazar 11/07/2006 7:35PM "Loop on full page of data?"; Tony Chistiansen 23/12/2004 3:41PM reply to (3) by another complainant; Oliver Piche "Endless lopp print bug"; Richso 9/11/2004 4:44PM In each of these postings, there was no response from Nevrona, and no solution was reported. Possibly, the problem has also been reported on an allied newsgroup (nevrona.public.rave.reports.general), to wit: 6. "Continuously generating report"; Jobard 20/11/2005 Although it is not clear to me if (6) is the Rave Endless loop bug or another problem. This posting did get a reply from Nevrona, but it was more in relation to multiple regions ("There is a problem when using multiple regions that go over a page-break.") than the problem of zero widows.

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  • ASP.NET Membership with two providers cant use GetAllUsers method

    - by Bayonian
    Hi, I'm using two membership providers. When I declared a following statement Dim allUsers As MembershipUserCollection = Membership.Providers("CustomSqlRoleManager").GetAllUsers Then, it gave me this error message. Argument not specified for paramenter 'totalRecords' of 'Public MustOverride Function GetAllUsers(pageIndex as Integer, pageSize as Integer, ByRef totalRecords as Integer) As System.Web.Security.MembershipUserCollection' Then, I added what it asked for like this : Dim allUsers As MembershipUserCollection = Membership.Providers("CustomSqlRoleManager").GetAllUsers(1, 50, 100) I don't get anything in return. I debugged it and allUsers = Nothing. What's wrong the declaration above? Do I really have to provider the paramenters when calling Membership.Providers("CustomSqlRoleManager").GetAllUsers? Update 1 If, I used the statement below: Dim allUsers As MembershipUserCollection = Membership.Providers("MembershipRoleManager").GetAllUsers(0, 0, totalUser) I got this error message: The pageSize must be greater than zero. Parameter name: pageSize. [ArgumentException: The pageSize must be greater than zero. Parameter name: pageSize] System.Web.Security.SqlMembershipProvider.GetAllUsers(Int32 pageIndex, Int32 pageSize, Int32& totalRecords) +1848357 But it works if I provied the pageSize param: Dim pageSize As Integer = GetTotalNumberOfUser() Dim allUsers As MembershipUserCollection = Membership.Providers("MembershipRoleManager").GetAllUsers(0, pageSize, totalUser) This statment Dim pageSize As Integer = GetTotalNumberOfUser() returns the total counted record, it's already round trip to database, just to get the total number of users, because I need to provide the pageSize param value.

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  • XNA Alpha Blending to make part of a texture transparent

    - by David
    What I am trying to do is use alpha blending in XNA to make part of a drawn texture transparent. So for instance, I clear the screen to some color, lets say Blue. Then I draw a texture that is red. Finally I draw a texture that is just a radial gradient from completely transparent in the center to completely black at the edge. What I want is the Red texture drawn earlier to be transparent in the same places as the radial gradient texture. So you should be able to see the blue back ground through the red texture. I thought that this would work. GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(SpriteBlendMode.None); spriteBatch.Draw(bg, new Vector2(0, 0), Color.White); spriteBatch.End(); spriteBatch.Begin(SpriteBlendMode.None); GraphicsDevice.RenderState.AlphaBlendEnable = true; GraphicsDevice.RenderState.AlphaSourceBlend = Blend.One; GraphicsDevice.RenderState.AlphaDestinationBlend = Blend.Zero; GraphicsDevice.RenderState.SourceBlend = Blend.Zero; GraphicsDevice.RenderState.DestinationBlend = Blend.One; GraphicsDevice.RenderState.BlendFunction = BlendFunction.Add; spriteBatch.Draw(circle, new Vector2(0, 0), Color.White); spriteBatch.End(); GraphicsDevice.RenderState.AlphaBlendEnable = false; But it just seems to ignore all my RenderState settings. I also tried setting the SpriteBlendMode to AlphaBlend. It blends the textures, but that is not the effect I want. Any help would be appreciated.

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  • Describe repeating XML nodes in W3C XML Schema?

    - by NotMyName
    I have an XML document like: <Root> <Bravo /> <Alpha /> <Charlie /> <Charlie /> <Delta /> <Foxtrot /> <Charlie /> </Root> The order of the nodes does not matter. Each node may appear zero or one times, except for Charlie. Charlie may appear zero, one, or arbitrarily many times. The straightforward way to express this in XSD is: <xsd:schema xmlns:xsd="http://www.w3.org/2001/XMLSchema"> <xsd:element name="Root"> <xsd:complexType> <xsd:all> <xsd:element name="Alpha" minOccurs="0" maxOccurs="1" /> <xsd:element name="Bravo" minOccurs="0" maxOccurs="1" /> <xsd:element name="Charlie" minOccurs="0" maxOccurs="unbounded" /> <xsd:element name="Delta" minOccurs="0" maxOccurs="1" /> <xsd:element name="Echo" minOccurs="0" maxOccurs="1" /> <xsd:element name="Foxtrot" minOccurs="0" maxOccurs="1" /> </xsd:all> </xsd:complexType> </xsd:element> </xsd:schema> But this does not work, because xsd:all does not allow for maxOccurs greater than 1. Since I cannot use xsd:all, what should I use?

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  • Hidden div height (changing my advice)

    - by fudgey
    Ok, I was going to answer someone's question here on SO about why their script wasn't working. They loaded content into a hidden div, then got the height so they could animate the wrapping div. But I always try to test the code I provide. So I made this demo to prove it to them. So, umm, have I entered the twilight zone or am I dreaming right now? pinches self OUCH! I tried that demo in Firefox, IE and Chrome and both methods return the same value. Firebug says zero! I rebooted my computer and I even changed the code a bit (removed the height function) and tried it with jQuery 1.3.2 and it still worked! I know hidden elements USED to return a zero value. Even this SO Answer is giving the advice I would have! So I guess my question is... did I miss something or are we giving bad advice?

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  • Setting corelocation results to NSNumber object parameters

    - by Dan Ray
    This is a weird one, y'all. - (void)locationManager:(CLLocationManager *)manager didUpdateToLocation:(CLLocation *)newLocation fromLocation:(CLLocation *)oldLocation { CLLocationCoordinate2D coordinate = newLocation.coordinate; self.mark.longitude = [NSNumber numberWithDouble:coordinate.longitude]; self.mark.latitude = [NSNumber numberWithDouble:coordinate.latitude]; NSLog(@"Got %f %f, set %f %f", coordinate.latitude, coordinate.longitude, self.mark.latitude, self.mark.longitude); [manager stopUpdatingLocation]; manager.delegate = nil; if (self.waitingForLocation) { [self completeUpload]; } } The latitude and longitude in that "mark" object are synthesized parameters referring to NSNumber iVars. In the simulator, my NSLog output for that line in the middle there reads: 2010-05-28 15:08:46.938 EverWondr[8375:207] Got 37.331689 -122.030731, set 0.000000 -44213283338325225829852024986561881455984640.000000 That's a WHOLE lot further East than 1 Infinite Loop! The numbers are different on the device, but similar--lat is still zero and long is a very unlikely high negative number. Elsewhere in the controller I'm accepting a button press and uploading a file (an image I just took with the camera) with its geocoding info associated, and I need that self.waitingForLocation to inform the CLLocationManager delegate that I already hit that button and once its done its deal, it should go ahead and fire off the upload. Thing is, up in the button-click-receiving method, I test see if CL is finished by testing self.mark.latitude, which seems to be getting set zero...

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  • Calling unmanaged dll from C#. Take 2

    - by Charles Gargent
    I have written a c# program that calls a c++ dll that echoes the commandline args to a file When the c++ is called using the rundll32 command it displays the commandline args no problem, however when it is called from within the c# it doesnt. I asked this question to try and solve my problem, but I have modified it my test environment and I think it is worth asking a new question. Here is the c++ dll #include "stdafx.h" #include "stdlib.h" #include <stdio.h> #include <iostream> #include <fstream> using namespace std; BOOL APIENTRY DllMain( HANDLE hModule, DWORD ul_reason_for_call, LPVOID lpReserved ) { return TRUE; } extern "C" __declspec(dllexport) int WINAPI CMAKEX( HWND hwnd, HINSTANCE hinst, LPCSTR lpszCommandLine, DWORD dwReserved) { ofstream SaveFile("output.txt"); SaveFile << lpszCommandLine; SaveFile.close(); return 0; } Here is the c# app using System; using System.Collections.Generic; using System.Text; using System.Security.Cryptography; using System.Runtime.InteropServices; using System.Net; namespace nac { class Program { [DllImport("cmakca.dll", SetLastError = true, CharSet = CharSet.Unicode)] static extern bool CMAKEX(IntPtr hwnd, IntPtr hinst, string lpszCmdLine, int nCmdShow); static void Main(string[] args) { string cmdLine = @"/source_filename proxy-1.txt /backup_filename proxy.bak /DialRasEntry NULL /TunnelRasEntry DSLVPN /profile ""C:\Documents and Settings\Administrator\Application Data\Microsoft\Network\Connections\Cm\dslvpn.cmp"""; const int SW_SHOWNORMAL = 1; CMAKEX(IntPtr.Zero, IntPtr.Zero, cmdLine, SW_SHOWNORMAL).ToString(); } } } The output from the rundll32 command is rundll32 cmakex.dll,CMAKEX /source_filename proxy-1.txt /backup_filename proxy.bak /DialRasEntry NULL /TunnelRasEntry DSLVPN /profile ""C:\Documents and Settings\Administrator\Application Data\Microsoft\Network\Connections\Cm\dslvpn.cmp" /source_filename proxy-1.txt /backup_filename proxy.bak /DialRasEntry NULL /TunnelRasEntry DSLVPN /profile ""C:\Documents and Settings\Administrator\Application Data\Microsoft\Network\Connections\Cm\dslvpn.cmp" however the output when the c# app runs is /

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