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  • Finding inspiration / help for making up (weapon) names

    - by Rookie
    I'm really bad with words, especially with English words. Currently I'm struggling to make a good weapon names for my game, it needs to display the weapon functionality (weak/strong/fast/ballistic etc) correctly as well. For example the best weapon in a (futuristic) game cannot be called just with the name "Laser", it's just too boring, right? Are there any tools, websites or anything that helps me finding good names for weapons? (or anything else similar). I was thinking to use scientific names, but noticed that they are really hard to write, and they get very long, and I also lack information about science, I only know I could use the atomic sub-particles names in the weapons for example. How do I get started with becoming good with making up names? (this could apply in generally to any naming problems).

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  • Need a good quality bitmap rotation algorithm for Android

    - by Lumis
    I am creating a kaleidoscopic effect on an android tablet. I am using the code below to rotate a slice of an image, but as you can see in the image when rotating a bitmap 60 degrees it distorts it quite a lot (red rectangles) – it is smudging the image! I have set dither and anti-alias flags but it does not help much. I think it is just not a very sophisticated bitmap rotation algorithm. canvas.save(); canvas.rotate(angle, screenW/2, screenH/2); canvas.drawBitmap(picSlice, screenW/2, screenH/2, pOutput); canvas.restore(); So I wonder if you can help me find a better way to rotate a bitmap. It does not have to be fast, because I intend to use a high quality rotation only when I want to save the screen to the SD card - I would redraw the screen in memory before saving. Do you know any comprehensible or replicable algorithm for bitmap rotation that I could programme or use as a library? Or any other suggestion? EDIT: The answers below made me think if Android OS had bilinear or bicubic interpolation option and after some search I found that it does have its own version of it called FilterBitmap. After applying it to my paint pOutput.setFilterBitmap(true); I get much better result

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  • Mounting ddrescue image after recovery (in over my head)

    - by BorgDomination
    I'm having problems mounting the recovery image. I've tried to mount the image multiple ways. quark@DS9 ~ $ sudo mount -t ext4 /media/jump1/1recover/sdb1.img /mnt mount: wrong fs type, bad option, bad superblock on /dev/loop0, missing codepage or helper program, or other error In some cases useful info is found in syslog - try dmesg | tail or so quark@DS9 ~ $ sudo mount -r -o loop /media/jump1/1recover/sdb1.img recover mount: you must specify the filesystem type quark@DS9 ~ $ sudo mount /media/jump1/1recover/sdb1.img mnt mount: you must specify the filesystem type It doesn't even give me detailed information on the file I just made, nautilus says it's 160gb. quark@DS9 ~ $ file /media/jump1/1recover/sdb1.img /media/jump1/1recover/sdb1.img: data quark@DS9 ~ $ mmls /media/jump1/1recover/sdb1.img Cannot determine partition type I'm not sure what I'm doing wrong or if I started this process incorrectly from the beginning. I've outlined what I've done so far below. I'm clueless, I'd appreciate if someone had some input for me. What I have done from the beginning My laptop has two hard drives. One has the dual boot Win7 / Linux Mint system files. Secondary one contained my /home folder. The laptop was jarred and the /home disk was broken. I tried a LiveCD recovery, it failed. Wouldn't even load a Live session with the disk installed. So I turned to ddrescue. quark@DS9 ~ $ sudo fdisk -l Disk /dev/sda: 160.0 GB, 160041885696 bytes 255 heads, 63 sectors/track, 19457 cylinders, total 312581808 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x0009fc18 Device Boot Start End Blocks Id System /dev/sda1 * 2048 112642047 56320000 7 HPFS/NTFS/exFAT /dev/sda2 138033152 312580095 87273472 83 Linux /dev/sda3 112644094 138033151 12694529 5 Extended /dev/sda5 112644096 132173823 9764864 83 Linux /dev/sda6 132175872 138033151 2928640 82 Linux swap / Solaris Partition table entries are not in disk order Disk /dev/sdb: 160.0 GB, 160041885696 bytes 255 heads, 63 sectors/track, 19457 cylinders, total 312581808 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x0002a8ea Device Boot Start End Blocks Id System /dev/sdb1 * 63 312576704 156288321 83 Linux Disk /dev/sdc: 1000.2 GB, 1000204886016 bytes 255 heads, 63 sectors/track, 121601 cylinders, total 1953525168 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0xed6d054b Device Boot Start End Blocks Id System /dev/sdc1 63 1953520064 976760001 7 HPFS/NTFS/exFAT sda - 160g internal, holds all system files and all computer functions. sdb - 160g internal, BROKEN, contains about 140g of data I'd like to recover. sdc - 1T external, contains recovery image. Only place that has space to do all this. From this site, https://apps.education.ucsb.edu/wiki/Ddrescue I used this script to create an image of the broken hard drive. I changed the destination to the external USB drive. #!/bin/sh prt=sdb1 src=/dev/$prt dst=/media/jump1/1recover/$prt.img log=$dst.log sudo time ddrescue --no-split $src $dst $log sudo time ddrescue --direct --max-retries=3 $src $dst $log sudo time ddrescue --direct --retrim --max-retries=3 $src $dst $log Everything looked like it came off without a hitch: quark@DS9 ~ $ sudo bash recover1 Press Ctrl-C to interrupt Initial status (read from logfile) rescued: 0 B, errsize: 0 B, errors: 0 Current status rescued: 160039 MB, errsize: 4096 B, current rate: 35588 B/s ipos: 3584 B, errors: 1, average rate: 22859 kB/s opos: 3584 B, time from last successful read: 0 s Finished 12.78user 1060.42system 1:56:41elapsed 15%CPU (0avgtext+0avgdata 4944maxresident)k 312580958inputs+0outputs (1major+601minor)pagefaults 0swaps Press Ctrl-C to interrupt Initial status (read from logfile) rescued: 160039 MB, errsize: 4096 B, errors: 1 Current status rescued: 160039 MB, errsize: 1024 B, current rate: 0 B/s ipos: 1536 B, errors: 1, average rate: 13 B/s opos: 1536 B, time from last successful read: 1.3 m Finished 0.00user 0.00system 3:43.95elapsed 0%CPU (0avgtext+0avgdata 4944maxresident)k 238inputs+0outputs (3major+374minor)pagefaults 0swaps Press Ctrl-C to interrupt Initial status (read from logfile) rescued: 160039 MB, errsize: 1024 B, errors: 1 Current status rescued: 160039 MB, errsize: 1024 B, current rate: 0 B/s ipos: 1536 B, errors: 1, average rate: 0 B/s opos: 1536 B, time from last successful read: 3.7 m Finished 0.00user 0.00system 3:43.56elapsed 0%CPU (0avgtext+0avgdata 4944maxresident)k 8inputs+0outputs (0major+376minor)pagefaults 0swaps It looks like, from where I'm standing it worked perfectly. Here's the log: # Rescue Logfile. Created by GNU ddrescue version 1.14 # Command line: ddrescue --direct --retrim --max-retries=3 /dev/sdb1 /media/jump1/1recover/sdb1.img /media/jump1/1recover/sdb1.img.log # current_pos current_status 0x00000600 + # pos size status 0x00000000 0x00000400 + 0x00000400 0x00000400 - 0x00000800 0x254314FC00 + I'm not sure how to proceed. Does this mean all of my data is lost???????? Appreciate ANY input!

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  • How to write comments to explain the "why" behind the callback function when the function and parameter names are insufficient for that?

    - by snowmantw
    How should I approach writing comments for callback functions? I want to explain the "why" behind the function when the function and parameter names are insufficient to explain what's going on. I have always wonder why comments like this can be so ordinary in documents of libraries in dynamic languages: /** * cb: callback // where's the arguments & effects? */ func foo( cb ) Maybe the common attitude is "you can look into source code on your own after all" which pushes people into leaving minimalist comments like this. But it seems like there should be a better way to comment callback functions. I've tried to comment callbacks in Haskell way: /** * cb: Int -> Char */ func foo(cb) And to be fair, it's usually neat enough. But it gets into trouble when I need to pass some complex structure. The problem being partly due to the lack of type system: /** * cb: Int -> { err: String -> (), success: () -> Char } // too long... */ func foo(cb) Or I have tried this too: /** * cb: Int -> { err: String -> (), * success: () -> Char } // better ? */ func bar(cb) The problem is that you may put the structure in somewhere else, but you must give it a name to reference it. But then when you name a structure you're about to use immediately looks so redundant: // Somewhere else... // ResultCallback: { err: String -> (), success: () -> Char } /** * cb: Int -> ResultCallback // better ?? */ func foo(cb) And it bothers me if I follow the Java-doc like commenting style since it still seems incomplete. The comments don't tell you anything that you couldn't immediately see from looking at the function. /** * @param cb {Function} yeah, it's a function, but you told me nothing about it... * @param err {Function} where should I put this callback's argument ?? * Not to mention the err's own arguments... */ func foo(cb) These examples are JavaScript like with generic functions and parameter names, but I've encountered similar problems in other dynamic languages which allow complex callbacks.

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  • When and How is an image cached for an ASPX with ContentType = image/jpeg ?

    - by Aamir Hasan
     In asp.net you can cache your page. You can vary the output cache by the followingThe query string in an initial request (HTTP GET).Control values passed on postback (HTTP POST values).The HTTP headers passed with a request.The major version number of the browser making the request.      A custom string in the page. In that case, you create custom code in the Global.asax file to specify the page's caching behavior.Link: http://msdn2.microsoft.com/en-us/library/xadzbzd6(VS.80).aspxyou can set the output caching for your GetImage.aspx, so that you dont have to requery the database every image request ,but you must use varybyParam , so that you have a cached version for every parameters arrangement:set the output cache for your page like this :At top of ASPX page: <%@ OutputCache Duration="600" VaryByParam="ID,Height,Width" %>VaryByParam  attribute allows you to vary the cached output depending on the query string.Adding this will make your images cached for 600 seconds, so that if the image request within this period ,the cahed version will be returned

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  • Need to produce an animated texture of Water where each image tiles in all directions

    - by ProfVersaggi
    I need to produce a 2D 'animated' texture of "water" for a game in which each image tiles in 'all' directions, much like those produced by the Caustics Generator, but with the power and flexibility of something the likes of Blender. The final result from Caustics Generator is 32 images that are actually animated such that when the full 32 images are played in a loop they will seamlessly loop forever. They will not only loop in time, but each image also tile in all directions. This is nice, but it comes in only one flavor so to speak. I'd like to accomplish the same thing with a Blender type tool, and I have actually gotten to the point where I generate the X number of images, but they do not tile in 'all' directions, nor are they slightly animated. I've tried Blender texture animations using offsets but with only limited success. Does anyone know of how to (or of a tool) which will animate textures such that they tile in all (4) directions? Many thanks in advance ....

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  • How to divide hex grid evenly among n players?

    - by manabreak
    I'm making a simple hex-based game, and I want the map to be divided evenly among the players. The map is created randomly, and I want the players to have about equal amount of cells, with relatively small areas. For example, if there's four players and 80 cells in the map, each of the players would have about 20 cells (it doesn't have to be spot-on accurate). Also, each player should have no more than four adjacent cells. That is to say, when the map is generated, the biggest "chunks" cannot be more than four cells each. I know this is not always possible for two or three players (as this resembles the "coloring the map" problem), and I'm OK with doing other solutions for those (like creating maps that solve the problem instead). But, for four to eight players, how could I approach this problem? As always, any and all help is appreciated. :)

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  • Languages with C/C++ output [closed]

    - by Vag
    Which languages have compilers able to emit plain standard C/C++ code? For a start: Haxe // uses Boehm GC Haskell (JHC) Haskell (old GHC) // -fvia-c, removed recently (emitted code is super ugly) Clay ATS Cython RPython (Shed Skin) // experimental RPython (PyPy) Python (Nuitka) // although author claims there are no speedups Common Lisp (ECL) COBOL (OpenCobol) Scheme (Chicken) APL // So far I've not found working implementation available for free download Ur/Web // GCC-specific output, and intended to be used only for web developments (included for completeness only) I'd like to build comprehensive up-to-date list but found only these ones so far. I've tested only Haxe and it works pretty well and quite fast. What about other ones? What is your expirience? How much ugly is generated code? Update. Any language chains (e.g. X - Scheme - C) will be perfectly OK as answer if its use is practical enough and suited for production use.

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  • Using a Higher Precision (than 8-bit unsigned integer) Buffered Image for Heightmaps in Java

    - by pl12
    I am generating a heightmap for every quad in my quadtree in openCL. The way I was creating the image is as follows: DataBufferInt dataBuffer = (DataBufferInt)img.getRaster().getDataBuffer(); int data[] = dataBuffer.getData(); //img is a bufferedimage inputImageMem = CL.clCreateImage2D( context, CL_MEM_READ_WRITE | CL_MEM_USE_HOST_PTR, new cl_image_format[]{imageFormat}, size, size, size * Sizeof.cl_uint, Pointer.to(data), null); This works ok but the major issue is that as the quads get smaller and smaller the 8-bit format of the buffered image starts to cause intolerable "stepping" issues as seen below: I was wondering if there was an alternate way I could go about doing this? Thanks for the time.

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  • How to decompose a rectangular shape in a Voronoi diagram, only generating convex shapes?

    - by DevilWithin
    I think this is a very straighforward question, lets say i have a building in 2D, a rectangle shape. Now i want to decompose that area in a lot of convex shapes, as seen in a voronoi diagram, or closely like it, just so I can add those shapes to the physics engine, and have a realistic destruction. Bonus: Possible suggestions on how to make the effect more dynamic and interesting. Please keep in mind we re talking about realtime calculations..

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  • Where should a programmer explain the extended logic behind the code?

    - by SRKX
    I have developed a few quantitative libraries in C# where it is important to understand not only the classic information that goes with the XMLDoc comments (which contains basic information with the method signature) but also the mathematical formulas being use within the methods. Hence I would like to be able to include extended documentation with the code, which could contain, for example Latex formulas, graphs, and so on. Do you think such information should be included in the API documentation? Or should it be included in a dev blog for examples? Are there common tools that are usually used for this kind of purposes?

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  • Randomly spawning bitmaps on cnvas

    - by Toystoj
    I need some ideas in order to finish algorithm. I'm randomly placing objects (bitmaps) on canvas without overlapping. Time needed to finish it is my problem. When I need to spawn for example 80% of canvas it takes to long. So i was thinking : I should make some change when the bitmaps take off 50 % of canvas. I want to tell algorithm that it should generate new locations (x,y) where it is free space. My question is : How to render new location (x,y) in place where is free space. In summary: Things I know : object location (x,y) 4 corners (x,y) of object object width, height canvas width, height Any suggestions?

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  • How to display consistent background image

    - by Tofu_Craving_Redish_BlueDragon
    Drawing a large background is relatively slow in PyGame. In order to avoid drawing BG every frame, you could draw it once, then do nothing. However, if something is overdrawn onto the surface and keeps moving, you will need to redraw the background in order to "erase" the color pixels left by moving object; otherwise, you will have "traces" of the moving object. I have a moving object in my PyGame. However, I do not want to "clear the color buffer" by redrawing the background image. Redrawing the background image every frame is slow. My solution : I will "clear" only required portions (where the "traces" of moving object are left) of the "buffer" by redrawing portions of background. Is there any other better way to have a consistent background?

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  • How can I generate Sudoku puzzles?

    - by user223150
    I'm trying to make a Sudoku puzzle generator. It's a lot harder than I expected and the more I get into it, the harder it gets! My current approach is to split the problem into 2 steps: Generate a complete (solved) Sudoku puzzle. Remove numbers until it's solveable and has only 1 solution. In step 1, since I'm using a brute force methods, I'm facing some run time issues. Is there an optimal way of filling in a complete Sudoku puzzle? In step 2, what kind of algorithm should I use to "puzzlize" a solved sudoku?

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  • Using PhysX, how can I predict where I will need to generate procedural terrain collision shapes?

    - by Sion Sheevok
    In this situation, I have terrain height values I generate procedurally. For rendering, I use the camera's position to generate an appropriate sized height map. For collision, however, I need to have height fields generated in areas where objects may intersect. My current potential solution, which may be naive, is to iterate over all "awake" physics actors, use their bounds/extents and velocities to generate spheres in which they may reside after a physics update, then generate height values for ranges encompassing clustered groups of actors. Much of that data is likely already calculated by PhysX already, however. Is there some API, maybe a set of queries, even callbacks from the spatial system, that I could use to predict where terrain height values will be needed?

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  • Ad-hoc reporting similar to Microstrategy/Pentaho - is OLAP really the only choice (is OLAP even sufficient)?

    - by TheBeefMightBeTough
    So I'm getting ready to develop an API in Java that will provide all dimensions, metrics, hierarchies, etc to a user such that they can pick and choose what they want (say, e.g., dimensions of Location (a store) and Weekly, and the metric Product Sales $), provide their choices to the api, and have it spit out an object that contains the answer to their question (the object would probably be a set of cells). I don't even believe there will be much drill up/down. The data warehouse the APIwill interface with is in a standard form (FACT tables, dimensions, star schema format). My question is, is an OLAP framework such as Mondrian the only way to achieve something akin to ad-hoc reporting? I can envisage a really large Cube (or VirtualCube) that contains most of the dimensions and metrics the user could ever want, which would give the illusion of ad-hoc reporting. The problem is that there is a ton of setup to do (so much XML) to get the framework to work with the data. Further it requires specific knowledge, such as MDX, and even moreso learning the framework peculiars (Mondrian API). Finally, I am not positive it will scale much better than simply making queries against a SQL database. OLAP to me feels like very old technology. Is performance really an issue anymore? The alternative I can think of would be dynamic SQL. If the existing tables in the data warehouse conform to a naming scheme (FACT_, DIM_, etc), or if a very simple config file/ database table containing config information existed that stored which tables are fact tables, which are dimensions, and what metrics are available, then couldn't the api read from that and assembly the appropriate sql query? Would this necessarily be harder than learning MDX, Mondrian (or another OLAP framework), and creating all the cubes? In general, I feel that OLAP is at the same time too powerful (supports drill up/down, complex functions) and outdated and am reluctant to base my architecture on it. However, I am unsure if the alternative(s), such as rolling my own ad-hoc reporting framework using dynamic SQL would remove any complexity while still fulfilling requirements, both functional and non-functional (e.g., scalability; some FACT tables have many millions of rows). I also wonder about other techniques (e.g., hive). Has anyone here tried to do ad-hoc reporting? Any advice? I expect this project to take a pretty long time (3 months min, but probably longer), so I just do not want to commit to an architecture without being absolutely sure of its pros and cons. Thanks so much.

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  • Tooltip Support For ASP.NET Image Controls v2010 vol 1

    Tooltip property has been added to DevExpress ASP.NET image controls! Starting with DXperience v2010.1, all DevExpress ASP.NET image controls like the ASPxImage have a new property called: Tooltip. Whats a tooltip? Wikipedia defines it as: The tooltip is a common graphical user interface element. It is used in conjunction with a cursor, usually a mouse pointer. The user hovers the cursor over an item, without clicking it, and a tooltip may appear a small "hover box" with information...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Size of an image imported with FreeImage

    - by KaiserJohaan
    I'm having abit of a brainfart and I can't quite grasp what I'm doing wrong. It's quite simple, I am importing an image with FreeImage (http://freeimage.sourceforge.net/) which has a method FreeImage_GetBits that returns a pointer to the first byte of the image data. I then try to load all the data into memory using (bitsperpixel / 8) * pixelsWidth ' pixelHeight, like this: uint32_t bitsPerPixel = FreeImage_GetBPP(bitmap); // resolves to 24 uint32_t widthInPixels = FreeImage_GetWidth(bitmap); // resolves to 1024 uint32_t heightInPixels = FreeImage_GetHeight(bitmap); // resolves to 1024 // container is a std::vector<uint8_t> pkgMaterial.mTextureData.insert(pkgMaterial.mTextureData.begin(), FreeImage_GetBits(bitmap), FreeImage_GetBits(bitmap) + ((bitsPerPixel/8) * widthInPixels * heightInPixels)); I have a jpg which is 31 kilobytes in size on disc. Yet when I load it using the above formula, I see the vector is then filled with 3145728 bytes, which is approx 3145 kilobytes. What am I doing wrong?

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  • How do audio based games such as Audiosurf and Beat Hazard work?

    - by The Communist Duck
    Note: I am not asking how to make a clone of one of these. I am asking about how they work. I'm sure everyone's seen the games where you use your own music files (or provided ones) and the games produce levels based on them, such as Audiosurf and Beat Hazard. Here is a video of Audiosurf in action, to show what I mean. If you provide a heavy metal song, you would get a completely different set of obstacles, enemies, and game experience from something like Vivaldi. What does interest me is how these games work. I do not know much about audio (well, data-side), but how do they process the song to understand when it is settling down or when it's speeding up? I guess they could just feed the pitch values (assuming those sorts of things exist in audio files) to form a level, but it wouldn't fully explain it. I'm either looking for an explanation, some links to articles about this sort of thing (I'm sure there's a term or terms for it), or even an open-source implementation of this kind of thing ;-) EDIT: After some searching and a little help, I found out about FFT (Fast Fourier Transform). This maybe a step in the right direction, but it is something that does not make any sense to me..or fits with my physics knowledge of waves.

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  • Free or cheap Media(image) hosting for web application

    - by Asish Bhattarai
    I am building a small social web application. I am developing it with rails. I want some cheap or free image hosting which I can use as my image repository for my website because I can't afford Amazon cloud store or something like that. Can I use flickr, imageshack or service something like that? Do they allow me to store images for my website? Suppose I wanna use pics for blogpost and I will be extracting pics from their api and show on my blog post. Is that possible? Sorry I'm beginner.

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  • Can I randomly generate an endless road?

    - by y26jin
    So suppose we stand on a position(x0, y0) of a map. We can only move on the horizontal plane(no jump and stuff) but we can move forward, left, or right (in a discrete math way, i.e. integer movement). As soon as we move to the next position(x1, y1), everything around us is generated randomly by a program. We could be surrounded by one of mountain, lake, and road. We can only move on the road. The road is always 2D as the map itself. My question is, are we able to play this game endlessly? "End" means that we come across a dead end and the only way out is to go backward.

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