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  • Problem With Inserts of multibyte (converted to utf-8) strings in the mysql tables of utf_unicode_ci encoding

    - by user381595
    http://domainsoutlook.com/sandbox/keyword/?s=http://bhaskar.com raw example of my keyword density analyser. Every keyword shows up properly with no problems in unicode conversions etc. Now, When I am adding these words to the database column of a table, the words show up as messed up. http domainsoutlook.com/b/site/bhaskar.com.html For example on this front end page if you see there is a keyword that is shown as a blank but still occurs on the website 8 times. (It isnt empty in the database though). I have checked and there is no problem with mysql_real_escape_String...because the output stays the same before and after the word is gone through mysql_real_escape_String. Another problem was that I wanted to fix my urls for arabic language. They should be showing up as /word-{1st letter of the word}/{whole word}.html but its showing as /word-{whole word}/{1st letter of the word}.html I really need answers for these two questions.

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  • GLSL per pixel lighting with custom light type

    - by Justin
    Ok, I am having a big problem here. I just got into GLSL yesterday, so the code will be terrible, I'm sure. Basically, I am attempting to make a light that can be passed into the fragment shader (for learning purposes). I have four input values: one for the position of the light, one for the color, one for the distance it can travel, and one for the intensity. I want to find the distance between the light and the fragment, then calculate the color from there. The code I have gives me a simply gorgeous ring of light that get's twisted and widened as the matrix is modified. I love the results, but it is not even close to what I am after. I want the light to be moved with all of the vertices, so it is always in the same place in relation to the objects. I can easily take it from there, but getting that to work seems to be impossible with my current structure. Can somebody give me a few pointers (pun not intended)? Vertex shader: attribute vec4 position; attribute vec4 color; attribute vec2 textureCoordinates; varying vec4 colorVarying; varying vec2 texturePosition; varying vec4 fposition; varying vec4 lightPosition; varying float lightDistance; varying float lightIntensity; varying vec4 lightColor; void main() { vec4 ECposition = gl_ModelViewMatrix * gl_Vertex; vec3 tnorm = normalize(vec3 (gl_NormalMatrix * gl_Normal)); fposition = ftransform(); gl_Position = fposition; gl_TexCoord[0] = gl_MultiTexCoord0; fposition = ECposition; lightPosition = vec4(0.0, 0.0, 5.0, 0.0) * gl_ModelViewMatrix * gl_Vertex; lightDistance = 5.0; lightIntensity = 1.0; lightColor = vec4(0.2, 0.2, 0.2, 1.0); } Fragment shader: varying vec4 colorVarying; varying vec2 texturePosition; varying vec4 fposition; varying vec4 lightPosition; varying float lightDistance; varying float lightIntensity; varying vec4 lightColor; uniform sampler2D texture; void main() { float l_distance = sqrt((gl_FragCoord.x * lightPosition.x) + (gl_FragCoord.y * lightPosition.y) + (gl_FragCoord.z * lightPosition.z)); float l_value = lightIntensity / (l_distance / lightDistance); vec4 l_color = vec4(l_value * lightColor.r, l_value * lightColor.g, l_value * lightColor.b, l_value * lightColor.a); vec4 color; color = texture2D(texture, gl_TexCoord[0].st); gl_FragColor = l_color * color; //gl_FragColor = fposition; }

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  • Drawing a texture line between two vectors in XNA WP7

    - by Krav
    I want to create a simple graph maker in WP7. The goal is to draw a texture line between two vectors what the user defines with touch. I already made the rotation, and it is working, but not correctly, because it doesn't calculate the line's texture height, and because of that, there are too many overlapping textures. So it does draw the line, but too many of them. How could I calculate it correctly? Here is the code: public void DrawLine(Vector2 st,Vector2 dest,NodeUnit EdgeParent,NodeUnit EdgeChild) { float d = Vector2.Distance(st, dest); float rotate = (float)(Math.Atan2(st.Y - dest.Y, st.X - dest.X)); direction = new Vector2(((dest.X - st.X) / (float)d), (dest.Y - st.Y) / (float)d); Vector2 _pos = st; World.TheHive.Add(new LineHiveMind(linetexture, _pos, rotate, EdgeParent, EdgeChild,new List<LineUnit>())); for (int i = 0; i < d; i++) { World.TheHive.Last()._lines.Add(new LineUnit(linetexture, _pos, rotate, EdgeParent, EdgeChild)); _pos += direction; } } d is for the Distance of the st (Starting node) and dest (Destination node) rotate is for rotation direction calculates the direction between the starting and the destination node _pos is for starting position changing Thanks for any suggestions/help!

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  • Enemies don't shoot. What is wrong? [closed]

    - by Bryan
    I want that every enemy shoots independently bullets. If an enemy’s bullet left the screen, the enemy can shoot a new bullet. Not earlier. But for the moment, the enemies don't shoot. Not a single bullet. I guess their is something wrong with my Enemy class, but I can't find a bug and I get no error message. What is wrong? public class Map { Texture2D myEnemy, myBullet ; Player Player; List<Enemy> enemieslist = new List<Enemy>(); List<Bullet> bulletslist = new List<Bullet>(); float fNextEnemy = 0.0f; float fEnemyFreq = 3.0f; int fMaxEnemy = 3 ; Vector2 Startposition = new Vector2(200, 200); GraphicsDeviceManager graphicsDevice; public Map(GraphicsDeviceManager device) { graphicsDevice = device; } public void Load(ContentManager content) { myEnemy = content.Load<Texture2D>("enemy"); myBullet = content.Load<Texture2D>("bullet"); Player = new Player(graphicsDevice); Player.Load(content); } public void Update(GameTime gameTime) { Player.Update(gameTime); float delta = (float)gameTime.ElapsedGameTime.TotalSeconds; for(int i = enemieslist.Count - 1; i >= 0; i--) { // Update Enemy Enemy enemy = enemieslist[i]; enemy.Update(gameTime, this.graphicsDevice, Player.playershape.Position, delta); // Try to remove an enemy if (enemy.Remove == true) { enemieslist.Remove(enemy); enemy.Remove = false; } } this.fNextEnemy += delta; //New enemy if (fMaxEnemy > 0) { if ((this.fNextEnemy >= fEnemyFreq) && (enemieslist.Count < 3)) { Vector2 enemyDirection = Vector2.Normalize(Player.playershape.Position - Startposition) * 100f; enemieslist.Add(new Enemy(Startposition, enemyDirection, Player.playershape.Position)); fMaxEnemy -= 1; fNextEnemy -= fEnemyFreq; } } } public void Draw(SpriteBatch batch) { Player.Draw(batch); foreach (Enemy enemies in enemieslist) { enemies.Draw(batch, myEnemy); } foreach (Bullet bullets in bulletslist) { bullets.Draw(batch, myBullet); } } } public class Enemy { List<Bullet> bulletslist = new List<Bullet>(); private float nextShot = 0; private float shotFrequency = 2.0f; Vector2 vPos; Vector2 vMove; Vector2 vPlayer; public bool Remove; public bool Shot; public Enemy(Vector2 Pos, Vector2 Move, Vector2 Player) { this.vPos = Pos; this.vMove = Move; this.vPlayer = Player; this.Remove = false; this.Shot = false; } public void Update(GameTime gameTime, GraphicsDeviceManager graphics, Vector2 PlayerPos, float delta) { nextShot += delta; for (int i = bulletslist.Count - 1; i >= 0; i--) { // Update Bullet Bullet bullets = bulletslist[i]; bullets.Update(gameTime, graphics, delta); // Try to remove a bullet... Collision, hit, or outside screen. if (bullets.Remove == true) { bulletslist.Remove(bullets); bullets.Remove = false; } } if (nextShot >= shotFrequency) { this.Shot = true; nextShot -= shotFrequency; } // Does the enemy shot? if ((Shot == true) && (bulletslist.Count < 1)) // New bullet { Vector2 bulletDirection = Vector2.Normalize(PlayerPos - this.vPos) * 200f; bulletslist.Add(new Bullet(this.vPos, bulletDirection, PlayerPos)); Shot = false; } if (!Remove) { this.vMove = Vector2.Normalize(PlayerPos - this.vPos) * 100f; this.vPos += this.vMove * delta; if (this.vPos.X > graphics.PreferredBackBufferWidth + 1) { this.Remove = true; } else if (this.vPos.X < -20) { this.Remove = true; } if (this.vPos.Y > graphics.PreferredBackBufferHeight + 1) { this.Remove = true; } else if (this.vPos.Y < -20) { this.Remove = true; } } } public void Draw(SpriteBatch batch, Texture2D myTexture) { if (!Remove) { batch.Draw(myTexture, this.vPos, Color.White); } } } public class Bullet { Vector2 vPos; Vector2 vMove; Vector2 vPlayer; public bool Remove; public Bullet(Vector2 Pos, Vector2 Move, Vector2 Player) { this.Remove = false; this.vPos = Pos; this.vMove = Move; this.vPlayer = Player; } public void Update(GameTime gameTime, GraphicsDeviceManager graphics, float delta) { if (!Remove) { this.vPos += this.vMove * delta; if (this.vPos.X > graphics.PreferredBackBufferWidth +1) { this.Remove = true; } else if (this.vPos.X < -20) { this.Remove = true; } if (this.vPos.Y > graphics.PreferredBackBufferHeight +1) { this.Remove = true; } else if (this.vPos.Y < -20) { this.Remove = true; } } } public void Draw(SpriteBatch spriteBatch, Texture2D myTexture) { if (!Remove) { spriteBatch.Draw(myTexture, this.vPos, Color.White); } } }

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  • loading a heightmap as texture in shader

    - by wtherapy
    I have a height map of 256x256, containing, foreach cell, not only height as a normal float value ( not 0-1 ) and also 2 gradient values ( for X and Y ), also as normal float values ( not 0-1 ). I have uploaded the texture via normal texture loading: glEnable( GL_TEXTURE_2D ); glGenTextures( 1, &m_uglID ); DEBUG_OUTPUT("Err %x\n", glGetError()); glBindTexture( GL_TEXTURE_2D , m_uglID ); DEBUG_OUTPUT("Err %x\n", glGetError()); glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB32F, unW + 1, unH + 1, 0, GL_RGB, GL_FLOAT, pvBytes ); DEBUG_OUTPUT("Err %x\n", glGetError()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_LINEAR); DEBUG_OUTPUT("Err %x\n", glGetError()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_LINEAR); DEBUG_OUTPUT("Err %x\n", glGetError()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); DEBUG_OUTPUT("Err %x\n", glGetError()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); DEBUG_OUTPUT("Err %x\n", glGetError()); as a parenthesis, the debug output is: Err 500 Err 0 Err 0 Err 0 Err 500 Err 500 Err 0 Err 0 pvBytes is a 256x256 array of typedef struct _tGradientHeightCell { float v; float px; float py; } TGradientHeightCell, *LPTGradientHeightCell; then, m_ugl_HeightMapTexture = glGetUniformLocation(m_uglProgram, "TexHeightMap"); I load it via: glEnable(GL_TEXTURE_2D ); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D , pTexture->GetID()); glUniform1i(m_ugl_HeightMapTexture, 0); in shader, I just access it: uniform sampler2D TexHeightMap; vec4 GetVertCellParameters( uint i, uint j ) { return texture( TexHeightMap, vec2( i, j ) ); } vec4 vH00 = GetVertCellParameters( i, j ); My problem is that, when passing negative values in one of the values in TGradientHeightCell ( v, px, py ), the texture is corrupted. I need the values to be passed exact as I have them in memory. Any help appreciated.

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  • Cocos2D - Detecting collision

    - by Grace
    I am a beginner in cocos2d and im facing a problem with detecting collision for my coins. Sometimes it works sometimes it doesn't. So basically, im creating a game which the user (ship) have to avoid the obstacles and collect coins on the way. The collision of the obstacle works well but not for the coins. I was thinking maybe the loops for creating many coins is the problem but im not sure. Can anyone help? My codes: - (void)update:(ccTime)dt{ double curTime = CACurrentMediaTime(); if (curTime > _nextBridgeSpawn) { float randSecs = [self randomValueBetween:3.0 andValue:5.0]; _nextBridgeSpawn = randSecs + curTime; float randX = [self randomValueBetween:50 andValue:500]; float randDuration = [self randomValueBetween:8.0 andValue:10.0]; CCSprite *bridge = [_bridge objectAtIndex:_nextBridge]; _nextBridge++; if (_nextBridge >= _bridge.count) _nextBridge = 0; [bridge stopAllActions]; bridge.position = ccp(winSize.width/2, winSize.height); bridge.visible = YES; [bridge runAction:[CCSequence actions: [CCMoveBy actionWithDuration:randDuration position:ccp(0, -winSize.height)], [CCCallFuncN actionWithTarget:self selector:@selector(setInvisible:)], nil]]; this is where i declare my coins (continued from the update method) int randCoin = [self randomValueBetween:0 andValue:5]; _coin = [[CCArray alloc] initWithCapacity:randCoin]; for(int i = 0; i < randCoin; ++i) { coin = [CCSprite spriteWithFile:@"coin.png"]; coin.visible = NO; [self addChild:coin]; [_coin addObject:coin]; } float randCoinX = [self randomValueBetween:winSize.width/5 andValue:winSize.width - (border.contentSize.width *2)]; float randCoinY = [self randomValueBetween:100 andValue:700]; float randCoinPlace = [self randomValueBetween:30 andValue:60]; for (int i = 0; i < _coin.count; ++i) { CCSprite *coin2 = [_coin objectAtIndex:i]; coin2.position = ccp(randCoinX, (bridge.position.y + randCoinY) + (randCoinPlace *i)); coin2.visible = YES; [coin2 runAction:[CCSequence actions: [CCMoveBy actionWithDuration:randDuration position:ccp(0, -winSize.height-2000)], [CCCallFuncN actionWithTarget:self selector:@selector(setInvisible:)], nil]]; } } this is to check for collision (also in the update method) for (CCSprite *bridge in _bridge) { if (!bridge.visible) continue; if (CGRectIntersectsRect(ship.boundingBox, bridge.boundingBox)){ bridge.visible = NO; [ship runAction:[CCBlink actionWithDuration:1.0 blinks:5]]; } } } //this is the collision for coins which only work at times for (CCSprite *coin2 in _coin) { if (!coin2.visible) continue; if (CGRectIntersectsRect(ship.boundingBox, coin2.boundingBox)) { NSLog(@"Coin collected"); coin2.visible = NO; } } } Thank you.

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  • Unicode in PostgreSQL 8.4

    - by user8382
    I installed the "postgresql-8.4" package with default options. Everything worked fine, however I can't seem to manage to create unicode databases: -- This doesn't work createdb test1 --encoding UNICODE -- This works createdb test2 The error message "createdb: database creation failed: ERROR: new encoding (UTF8) is incompatible with the encoding of the template database (SQL_ASCII)" is a bit puzzling because (afaik) I don't use a template for creating the new db, or is it implicitely referring to the default "postgres" database for some reason ? Or maybe I'm missing a setting in a .conf file ?

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  • How to copy bytes from buffer into the managed struct?

    - by Chupo_cro
    I have a problem with getting the code to work in a managed environment (VS2008 C++/CLI Win Forms App). The problem is I cannot declare the unmanaged struct (is that even possible?) inside the managed code, so I've declared a managed struct but now I have a problem how to copy bytes from buffer into that struct. Here is the pure C++ code that obviously works as expected: typedef struct GPS_point { float point_unknown_1; float latitude; float longitude; float altitude; // x10000 float time; int point_unknown_2; int speed; // x100 int manually_logged_point; // flag (1 --> point logged manually) } track_point; int offset = 0; int filesize = 256; // simulates filesize int point_num = 10; // simulates number of records int main () { char *buffer_dyn = new char[filesize]; // allocate RAM // here, the file would have been read into the buffer buffer_dyn[0xa8] = 0x1e; // simulates the speed data (1e 00 00 00) buffer_dyn[0xa9] = 0x00; buffer_dyn[0xaa] = 0x00; buffer_dyn[0xab] = 0x00; offset = 0x90; // if the data with this offset is transfered trom buffer // to struct, int speed is alligned with the buffer at the // offset of 0xa8 track_point *points = new track_point[point_num]; points[0].speed = 0xff; // (debug) it should change into 0x1e memcpy(&points[0],buffer_dyn+offset,32); cout << "offset: " << offset << "\r\n"; //cout << "speed: " << points[0].speed << "\r\n"; printf ("speed : 0x%x\r\n",points[0].speed); printf("byte at offset 0xa8: 0x%x\r\n",(unsigned char)buffer_dyn[0xa8]); // should be 0x1e delete[] buffer_dyn; // release RAM delete[] points; /* What I need is to rewrite the lines 29 and 31 to work in the managed code (VS2008 Win Forms C++/CLI) What should I have after: array<track_point^>^ points = gcnew array<track_point^>(point_num); so I can copy 32 bytes from buffer_dyn to the managed struct declared as typedef ref struct GPS_point { float point_unknown_1; float latitude; float longitude; float altitude; // x10000 float time; int point_unknown_2; int speed; // x100 int manually_logged_point; // flag (1 --> point logged manually) } track_point; */ return 0; } Here is the paste to codepad.org so it can be seen the code is OK. What I need is to rewrite these two lines: track_point *points = new track_point[point_num]; memcpy(&points[0],buffer_dyn+offset,32); to something that will work in a managed application. I wrote: array<track_point^>^ points = gcnew array<track_point^>(point_num); and now trying to reproduce the described copying of the data from buffer over the struct, but haven't any idea how it should be done. Alternatively, if there is a way to use an unmanaged struct in the same way shown in my code, then I would like to avoid working with managed struct.

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  • How to draw an Arc in OpenGL

    - by rpgFANATIC
    While making a little Pong game in C++ OpenGL, I decided it'd be fun to create arcs (semi-circles) when stuff bounces. I decided to skip Bezier curves for the moment and just go with straight algebra, but I didn't get far. My algebra follows a simple quadratic function (y = +- sqrt(mx+c)). This little excerpt is just an example I've yet to fully parameterize, I just wanted to see how it would look. When I draw this, however, it gives me a straight vertical line where the line's tangent line approaches -1.0 / 1.0. Is this a limitation of the GL_LINE_STRIP style or is there an easier way to draw semi-circles / arcs? Or did I just completely miss something obvious? void Ball::drawBounce() { float piecesToDraw = 100.0f; float arcWidth = 10.0f; float arcAngle = 4.0f; glBegin(GL_LINE_STRIP); for (float i = 0.0f; i < piecesToDraw; i += 1.0f) // Positive Half { float currentX = (i / piecesToDraw) * arcWidth; glVertex2f(currentX, sqrtf((-currentX * arcAngle)+ arcWidth)); } for (float j = piecesToDraw; j > 0.0f; j -= 1.0f) // Negative half (go backwards in X direction now) { float currentX = (j / piecesToDraw) * arcWidth; glVertex2f(currentX, -sqrtf((-currentX * arcAngle) + arcWidth)); } glEnd(); } Thanks in advance.

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  • C# .NET: Descending comparison of a SortedDictionary?

    - by Rosarch
    I'm want a IDictionary<float, foo> that returns the larges values of the key first. private IDictionary<float, foo> layers = new SortedDictionary<float, foo>(new DescendingComparer<float>()); class DescendingComparer<T> : IComparer<T> where T : IComparable<T> { public int Compare(T x, T y) { return -y.CompareTo(x); } } However, this returns values in order of the smallest first. I feel like I'm making a stupid mistake here. Just to see what would happen, I removed the - sign from the comparator: public int Compare(T x, T y) { return y.CompareTo(x); } But I got the same result. This reinforces my intuition that I'm making a stupid error. This is the code that accesses the dictionary: foreach (KeyValuePair<float, foo> kv in sortedLayers) { // ... } UPDATE: This works, but is too slow to call as frequently as I need to call this method: IOrderedEnumerable<KeyValuePair<float, foo>> sortedLayers = layers.OrderByDescending(kv => kv.Key); foreach (KeyValuePair<float, ICollection<IGameObjectController>> kv in sortedLayers) { // ... } UPDATE: I put a break point in the comparator that never gets hit as I add and remove kv pairs from the dictionary. What could this mean?

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  • Issue with getting 2 chars from string using indexer

    - by Learner
    I am facing an issue in reading char values. See my program below. I want to evaluate an infix expression. As you can see I want to read '10' , '*', '20' and then use them...but if I use string indexer s[0] will be '1' and not '10' and hence I am not able to get the expected result. Can you guys suggest me something? Code is in c# class Program { static void Main(string[] args) { string infix = "10*2+20-20+3"; float result = EvaluateInfix(infix); Console.WriteLine(result); Console.ReadKey(); } public static float EvaluateInfix(string s) { Stack<float> operand = new Stack<float>(); Stack<char> operator1 = new Stack<char>(); int len = s.Length; for (int i = 0; i < len; i++) { if (isOperator(s[i])) // I am having an issue here as s[i] gives each character and I want the number 10 operator1.Push(s[i]); else { operand.Push(s[i]); if (operand.Count == 2) Compute(operand, operator1); } } return operand.Pop(); } public static void Compute(Stack<float> operand, Stack<char> operator1) { float operand1 = operand.Pop(); float operand2 = operand.Pop(); char op = operator1.Pop(); if (op == '+') operand.Push(operand1 + operand2); else if(op=='-') operand.Push(operand1 - operand2); else if(op=='*') operand.Push(operand1 * operand2); else if(op=='/') operand.Push(operand1 / operand2); } public static bool isOperator(char c) { bool result = false; if (c == '+' || c == '-' || c == '*' || c == '/') result = true; return result; } } }

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  • rotate an image aroound a point

    - by Girish
    Hi all, I have an image which is of rectangular dimension, eg 30 x 60 pixels I want to rotate this image around the bottom center of the image, i.e i want to set the pivot in the above example as (15, 60 )pixel. I am using a drawble and matrix to get this done, whatever i try i always end up rotating around center of the image. Code is : Bitmap bitmapOrg = BitmapFactory.decodeFile("/sdcard/DCIM/2010-06-01_15-32-42_821.jpg"); // float angle = (angle + 10.0f)%360.0f; if(null !=bitmapOrg) { int width = bitmapOrg.getWidth(); int height = bitmapOrg.getHeight(); int newWidth = 15; int newHeight = 15; // calculate the scale - in this case = 0.4f float scaleWidth = ((float) newWidth) / width; float scaleHeight = ((float) newHeight) / height; /* Canvas c = new Canvas(bitmapOrg); float px = ; float py; c.rotate(angle, px, py)*/ // createa matrix for the manipulation Matrix matrix = new Matrix(); // resize the bit map matrix.postScale(scaleWidth, scaleHeight); // rotate the Bitmap // matrix.postRotate(45); // recreate the new Bitmap Bitmap resizedBitmap = Bitmap.createBitmap(bitmapOrg, 0, 0, width, height, matrix, true); // make a Drawable from Bitmap to allow to set the BitMap // to the ImageView, ImageButton or what ever BitmapDrawable bmd = new BitmapDrawable(resizedBitmap); ImageView imageView = new ImageView(this); // set the Drawable on the ImageView imageView.setImageDrawable(bmd); // center the Image imageView.setScaleType(ScaleType.CENTER); // imageView.layout(100, 300, 0, 0); // linLayout.addView(imageView); // add ImageView to the Layout linLayout.addView(imageView, new AbsoluteLayout.LayoutParams( LayoutParams.WRAP_CONTENT, LayoutParams.WRAP_CONTENT, 10, 30 ) ); can anyone let me know how to get this rectified?

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  • Exception handling in biztalk 2006 R2

    - by IB
    Hello I have a Biztalk 2006 R2 project (used with ESB Guidance 1) I am calling from orchstration to a static method in c# code, this method uses a class to load a file data into xlang message body at part 0 When i pass filepath which doesnt exists the inside class catch the exception but dont throw it up (in the static method there is a catch block and in the orchstration there is the real handling of the exception) The static method is : public static XLANGMessage LoadFileIntoMessage(XLANGMessage message, string filePath,Encoding encoding) { try { IStreamFactory sf = new FileStreamFactory(filePath,encoding); message[0].LoadFrom(sf); return message; } catch (Exception ex) { throw ex; } } The Class which load the file stream is : private class FileStreamFactory : IStreamFactory { string _fname; Encoding _encoding; public FileStreamFactory(string fname,Encoding encoding) { _fname = fname; _encoding = encoding; } public Stream CreateStream() { try { StreamReader sr; sr = new StreamReader ( _fname, _encoding ); return sr.BaseStream; } catch (Exception ex) { throw ex; } } } I call the static method from the orchstration and expect to catch the exception in my orchstration after the class and the emthod gets it

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  • Serializing a DataType="time" field using XmlSerializer

    - by CraftyFella
    Hi, I'm getting an odd result when serializing a DateTime field using XmlSerializer. I have the following class: public class RecordExample { [XmlElement("TheTime", DataType = "time")] public DateTime TheTime { get; set; } [XmlElement("TheDate", DataType = "date")] public DateTime TheDate { get; set; } public static bool Serialize(Stream stream, object obj, Type objType, Encoding encoding) { try { using (var writer = XmlWriter.Create(stream, new XmlWriterSettings { Encoding = encoding })) { var xmlSerializer = new XmlSerializer(objType); if (writer != null) xmlSerializer.Serialize(writer, obj); } return true; } catch (Exception) { return false; } } } When i call the use the XmlSerializer with the following testing code: var obj = new RecordExample {TheDate = DateTime.Now.Date, TheTime = new DateTime(0001, 1, 1, 12, 00, 00)}; var ms = new MemoryStream(); RecordExample.Serialize(ms, obj, typeof (RecordExample), Encoding.UTF8); txtSource2.Text = Encoding.UTF8.GetString(ms.ToArray()); I get some strange results, here's the xml that is produced: <?xml version="1.0" encoding="utf-8"?> <RecordExample xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema"> <TheTime>12:00:00.0000000+00:00</TheTime> <TheDate>2010-03-08</TheDate> </RecordExample> Any idea's how i can get the "TheTime" element to contain a time which looks more like this: <TheTime>12:00:00.0Z</TheTime> ...as that's what i was expecting? Thanks Dave

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  • Calling handwritten CUDA kernel with thrust

    - by macs
    Hi, since i needed to sort large arrays of numbers with CUDA, i came along with using thrust. So far, so good...but what when i want to call a "handwritten" kernel, having a thrust::host_vector containing the data? My approach was (backcopy is missing): int CUDA_CountAndAdd_Kernel(thrust::host_vector<float> *samples, thrust::host_vector<int> *counts, int n) { thrust::device_ptr<float> dSamples = thrust::device_malloc<float>(n); thrust::copy(samples->begin(), samples->end(), dSamples); thrust::device_ptr<int> dCounts = thrust::device_malloc<int>(n); thrust::copy(counts->begin(), counts->end(), dCounts); float *dSamples_raw = thrust::raw_pointer_cast(dSamples); int *dCounts_raw = thrust::raw_pointer_cast(dCounts); CUDA_CountAndAdd_Kernel<<<1, n>>>(dSamples_raw, dCounts_raw); thrust::device_free(dCounts); thrust::device_free(dSamples); } The kernel looks like: __global__ void CUDA_CountAndAdd_Kernel_Device(float *samples, int *counts) But compilation fails with: error: argument of type "float **" is incompatible with parameter of type "thrust::host_vector *" Huh?! I thought i was giving float and int raw-pointers? Or am i missing something?

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  • Rotate MapView in Android

    - by Matthew B.
    I am writing an Android app where one of the features is that the map will rotate according to the compass (i.e. if the phone is pointing east, the map will be oriented so that the east side of the map is on top). Previous answers that I have found suggested over writing the onDraw() method in mapView, however, the api changed the method to final so it cannot be overwritten. As a result I have tried to overwrite the dispatchDraw() method like so: Note: -compass is a boolean that if true, rotate the view -bearing is a float variable that has the degrees that the view should rotate protected void dispatchDraw(Canvas canvas) { canvas.save(); if (compass) { final float w = this.getWidth(); final float h = this.getHeight(); final float scaleFactor = (float)(Math.sqrt(h * h + w * w) / Math.min(w, h)); final float centerX = w / 2.0f; final float centerY = h / 2.0f; canvas.rotate(bearing, centerX, centerY); canvas.scale(scaleFactor, scaleFactor, centerX, centerY); } super.dispatchDraw(canvas); canvas.restore(); }

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  • Rewriting a for loop in pure NumPy to decrease execution time

    - by Statto
    I recently asked about trying to optimise a Python loop for a scientific application, and received an excellent, smart way of recoding it within NumPy which reduced execution time by a factor of around 100 for me! However, calculation of the B value is actually nested within a few other loops, because it is evaluated at a regular grid of positions. Is there a similarly smart NumPy rewrite to shave time off this procedure? I suspect the performance gain for this part would be less marked, and the disadvantages would presumably be that it would not be possible to report back to the user on the progress of the calculation, that the results could not be written to the output file until the end of the calculation, and possibly that doing this in one enormous step would have memory implications? Is it possible to circumvent any of these? import numpy as np import time def reshape_vector(v): b = np.empty((3,1)) for i in range(3): b[i][0] = v[i] return b def unit_vectors(r): return r / np.sqrt((r*r).sum(0)) def calculate_dipole(mu, r_i, mom_i): relative = mu - r_i r_unit = unit_vectors(relative) A = 1e-7 num = A*(3*np.sum(mom_i*r_unit, 0)*r_unit - mom_i) den = np.sqrt(np.sum(relative*relative, 0))**3 B = np.sum(num/den, 1) return B N = 20000 # number of dipoles r_i = np.random.random((3,N)) # positions of dipoles mom_i = np.random.random((3,N)) # moments of dipoles a = np.random.random((3,3)) # three basis vectors for this crystal n = [10,10,10] # points at which to evaluate sum gamma_mu = 135.5 # a constant t_start = time.clock() for i in range(n[0]): r_frac_x = np.float(i)/np.float(n[0]) r_test_x = r_frac_x * a[0] for j in range(n[1]): r_frac_y = np.float(j)/np.float(n[1]) r_test_y = r_frac_y * a[1] for k in range(n[2]): r_frac_z = np.float(k)/np.float(n[2]) r_test = r_test_x +r_test_y + r_frac_z * a[2] r_test_fast = reshape_vector(r_test) B = calculate_dipole(r_test_fast, r_i, mom_i) omega = gamma_mu*np.sqrt(np.dot(B,B)) # write r_test, B and omega to a file frac_done = np.float(i+1)/(n[0]+1) t_elapsed = (time.clock()-t_start) t_remain = (1-frac_done)*t_elapsed/frac_done print frac_done*100,'% done in',t_elapsed/60.,'minutes...approximately',t_remain/60.,'minutes remaining'

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  • multiple definition in header file

    - by Jérôme
    Here is a small code-example from which I'd like to ask a question : complex.h : #ifndef COMPLEX_H #define COMPLEX_H #include <iostream> class Complex { public: Complex(float Real, float Imaginary); float real() const { return m_Real; }; private: friend std::ostream& operator<<(std::ostream& o, const Complex& Cplx); float m_Real; float m_Imaginary; }; std::ostream& operator<<(std::ostream& o, const Complex& Cplx) { return o << Cplx.m_Real << " i" << Cplx.m_Imaginary; } #endif // COMPLEX_H complex.cpp : #include "complex.h" Complex::Complex(float Real, float Imaginary) { m_Real = Real; m_Imaginary = Imaginary; } main.cpp : #include "complex.h" #include <iostream> int main() { Complex Foo(3.4, 4.5); std::cout << Foo << "\n"; return 0; } When compiling this code, I get the following error : multiple definition of operator<<(std::ostream&, Complex const&) I've found that making this fonction inline solves the problem, but I don't understand why. Why does the compiler complain about multiple definition ? My header file is guarded (with #define COMPLEX_H). And, if complaining about the operator<< fonction, why not complain about the public real() fonction, which is defined in the header as well ? And is there another solution as using the inline keyword ?

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  • What's the most trivial function that would benfit from being computed on a GPU?

    - by hanDerPeder
    Hi. I'm just starting out learning OpenCL. I'm trying to get a feel for what performance gains to expect when moving functions/algorithms to the GPU. The most basic kernel given in most tutorials is a kernel that takes two arrays of numbers and sums the value at the corresponding indexes and adds them to a third array, like so: __kernel void add(__global float *a, __global float *b, __global float *answer) { int gid = get_global_id(0); answer[gid] = a[gid] + b[gid]; } __kernel void sub(__global float* n, __global float* answer) { int gid = get_global_id(0); answer[gid] = n[gid] - 2; } __kernel void ranksort(__global const float *a, __global float *answer) { int gid = get_global_id(0); int gSize = get_global_size(0); int x = 0; for(int i = 0; i < gSize; i++){ if(a[gid] > a[i]) x++; } answer[x] = a[gid]; } I am assuming that you could never justify computing this on the GPU, the memory transfer would out weight the time it would take computing this on the CPU by magnitudes (I might be wrong about this, hence this question). What I am wondering is what would be the most trivial example where you would expect significant speedup when using a OpenCL kernel instead of the CPU?

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  • How do I know when to increase or decrease angle to get a specific angle?

    - by Thomas
    Hi. I am programming a game and I have come to a very hard spot. Basically I have a circle and I have 2 angles on this circle. Angle 1 (A) is a point I want angle 2 (B) to go to. During my game every frame I need to check weither or not to increase or decrease my angle value by a certain amount (speed) to eventually reach the first angle. My question is how do I do this? I tried doing this but I don't seem to be doing it right. bool increase = false; float B = [self radiansToDegrees:tankAngle]; float A = [self radiansToDegrees:tankDestinationAngle]; float newAngle = B; if(B < A) { float C = B - (360 - A); float D = A - B; if(C < D) increase = false; else increase = true; } else if(B A) { float C = B - A; float D = A - (360 - B); if(C < D) increase = false; else increase = true; } if(increase) { newAngle += 1.0; } else { newAngle -= 1.0; } if(newAngle 360.0) { newAngle = 0 + (newAngle - 360.0); } else if(newAngle < 0.0) { newAngle = 360 + newAngle; } if(newAngle == 0) newAngle = 360; newAngle = [self degreesToRadians:newAngle]; [self setTanksProperPositionRotation:newAngle]; The basic effect I am trying to achieve is when the user makes a new point, which would be angle 1, angle 2 would move towards angle 1 choosing the fastest direction. I think I have spent around 4 hours trying to figure this out.

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  • C++ compile time polymorphism doubt ?

    - by user313921
    Below program contains two show() functions in parent and child classes, but first show() function takes FLOAT argument and second show() function takes INT argument. .If I call show(10.1234) function by passing float argument, it should call class A's show(float a) function , but it calls class B's show(int b). #include<iostream> using namespace std; class A{ float a; public: void show(float a) { this->a = a; cout<<"\n A's show() function called : "<<this->a<<endl; } }; class B : public A{ int b; public: void show(int b) { this->b = b; cout<<"\n B's show() function called : "<<this->b<<endl; } }; int main() { float i=10.1234; B Bobject; Bobject.show((float) i); return 0; } Output: B's show() function called : 10 Expected output: A's show() function called : 10.1234 Why g++ compiler chosen wrong show() function i.e class B's show(int b) function ?

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  • C++: Declaration of template class member specialization (+ Doxygen bonus question!)

    - by Ziv
    When I specialize a (static) member function/constant in a template class, I'm confused as to where the declaration is meant to go. Here's an example of what I what to do - yoinked directly from IBM's reference on template specialization: template<class T> class X { public: static T v; static void f(T); }; template<class T> T X<T>::v = 0; template<class T> void X<T>::f(T arg) { v = arg; } template<> char* X<char*>::v = "Hello"; template<> void X<float>::f(float arg) { v = arg * 2; } int main() { X<char*> a, b; X<float> c; c.f(10); // X<float>::v now set to 20 } The question is, how do I divide this into header/cpp files? The generic implementation is obviously in the header, but what about the specialization? It can't go in the header file, because it's concrete, leading to multiple definition. But if it goes into the .cpp file, is code which calls X::f() aware of the specialization, or might it rely on the generic X::f()? So far I've got the specialization in the .cpp only, with no declaration in the header. I'm not having trouble compiling or even running my code (on gcc, don't remember the version at the moment), and it behaves as expected - recognizing the specialization. But A) I'm not sure this is correct, and I'd like to know what is, and B) my Doxygen documentation comes out wonky and very misleading (more on that in a moment). What seems most natural to me would be something like this, declaring the specialization in the header and defining it in the .cpp: ===XClass.hpp=== #ifndef XCLASS_HPP #define XCLASS_HPP template<class T> class X { public: static T v; static void f(T); }; template<class T> T X<T>::v = 0; template<class T> void X<T>::f(T arg) { v = arg; } /* declaration of specialized functions */ template<> char* X<char*>::v; template<> void X<float>::f(float arg); #endif ===XClass.cpp=== #include <XClass.hpp> /* concrete implementation of specialized functions */ template<> char* X<char*>::v = "Hello"; template<> void X<float>::f(float arg) { v = arg * 2; } ...but I have no idea if this is correct. The most immediate consequence of this issue, as I mentioned, is my Doxygen documentation, which doesn't seem to warm to the idea of member specialization, at least the way I'm defining it at the moment. It will always present only the first definition it finds of a function/constant, and I really need to be able to present the specializations as well. If I go so far as to re-declare the entire class, i.e. in the header: /* template declaration */ template<class T> class X { public: static T v; static void f(T); }; /* template member definition */ template<class T> T X<T>::v = 0; template<class T> void X<T>::f(T arg) { v = arg; } /* declaration of specialized CLASS (with definitions in .cpp) */ template<> class X<float> { public: static float v; static void f(float); }; then it will display the different variations of X as different classes (which is fine by me), but I don't know how to get the same effect when specializing only a few select members of the class. I don't know if this is a mistake of mine, or a limitation of Doxygen - any ideas? Thanks much, Ziv

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  • quickly close all word and excel

    - by dyenatha
    Suppose I open 10 Word files and 10 Excel files and make no changes, how do I quickly taskkill all at once? Because I must repeat several attempts to replicate race, I'm hoping for a command-line solution. I'm willing to try PowerShell and cygwin (1.5) if necessary. The OS is Windows XP SP3 with current patches (still IE7). I tried "taskkill /pid 1 /pid 2 /t" where 1 is PID of EXCEL.EXE and 2 is PID of WINWORD.EXE, but it closed only 1 window of each program. I'm trying to replicate a race where an add-in for Microsoft Office 2007 fails to exclusive-lock one of its own files, which caused the 2nd Office program to stop exiting with a warning: System.IO.IOException: The process cannot access the file 'C:\Documents and Settings\me\Application Data\ExpensiveProduct\Add-InForMicrosoftOffice\4.2\egcred' because it is being used by another process. at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath) at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy) at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options) at System.IO.StreamWriter.CreateFile(String path, Boolean append) at System.IO.StreamWriter..ctor(String path, Boolean append, Encoding encoding, Int32 bufferSize) at System.IO.StreamWriter..ctor(String path, Boolean append, Encoding encoding) at System.IO.File.WriteAllText(String path, String contents, Encoding encoding) at ExpensiveProduct.EG.DataAccess.Credentials.CredentialManager.SaveUserTable() at ExpensiveProduct.OfficeAddin.OfficeAddinBase.Dispose(Boolean disposing) at ExpensiveProduct.OfficeAddin.WordAddin.Dispose(Boolean disposing) at ExpensiveProduct.OfficeAddin.OfficeAddinBase.OnHostShutdown() at ExpensiveProduct.OfficeAddin.OfficeAddinBase.Unload(ext_DisconnectMode mode)

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