Passing a variable to invoke-expression
hello
can anyone help me to pass a variable to invoke-expression. basically i need to assign deny permission for a group in all domains. look below:
Foreach ($DN in $Domains)
$Group=((Get-ADDomain $DN).Name)+"\Group1"
Get-ADOrganizationalUnit -Filter {name -eq "MY OU"} -Server $DN | % {Invoke-Expression -Command:('dsacls "{0}" /D "$Group":GA' -f $_.Distinguishedname)}
it is part of the code, the rest of it, is ok. i want to send $group1 in invoke-expression command.
thank you.
When you call Invoke-Expression, you're actually launching a completely separate PowerShell.exe process. As such, it will have no visibility of variables that were declared on your 'parent' session, after all, those variables are held in the process memory
of the parent.
The same happens when you're dealing with jobs for example. In fact a Invoke-Expression is very similar to a job in this sense, however Invoke-Expression does not continue until the execution of the expression has completed, whereas the whole point of the
job is to allow you to continue and pick the job up later.
Anyway, enough rambling...
To pass a variable to Invoke-Command, you need to use the -ArgumentList parameter, and then access the variables pass through $args. Here's an example:
Invoke-Command -ScriptBlock {ping $args[0]} -ArgumentList 'localhost'
In your case, your code should look like this:
Foreach ($DN in $Domains)
$Group=((Get-ADDomain $DN).Name)+"\Group1"
Get-ADOrganizationalUnit -Filter {name -eq "MY OU"} -Server $DN | % {Invoke-Expression -Command:('dsacls "{0}" /D "$args[0]":GA' -f $args[1].Distinguishedname)} -ArgumentList $Group, $_
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####Main.as######
private function enterFrame(event:Event):void {
alcRCLib.loop(upKey,downKey,leftKey,rightKey);
alchemyMemory.position=alcScreenBufferPointer;
screenBitmapData.setPixels(screenBitmapData.rect,alchemyMemory);
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to get a array of images for a topdown game, and i wouldn't know how to load these variables to C from a HTTP request but if i can get flash to tell c what they are then every thing worked out
heres both codes in full
#####Main.as####
*Alchemy Ray Caster
*April 6, 2010
*Bruce Jawn
*http://bruce-lab.blogspot.com
*Copyright (c) <2010> <Bruce Jawn>
*This software is released under the MIT License
*<http://www.opensource.org/licenses/mit-license.php>
package {
// import cmodule.Ray_Caster._worldMap;
// import cmodule.Ray_Caster._worldMap;
import cmodule.Ray_Caster.CLibInit;
// import cmodule.Ray_Caster.TextFieldI;
import flash.display.*;
import flash.text.*;
import flash.events.*;
import flash.geom.*;
import flash.text.engine.TextBlock;
import flash.text.engine.TextLine;
import flash.text.TextField;
import flash.utils.*;
import flash.ui.*;
[SWF(width="840", height="880")]
public class Main extends Sprite {
[Embed(source="../wolftex/barrel.png")]
public static var barrelClass:Class;
[Embed(source="../wolftex/bluestone.png")]
public static var bluestoneClass:Class;
[Embed(source="../wolftex/colorstone.png")]
public static var colorstoneClass:Class;
[Embed(source="../wolftex/eagle.png")]
public static var eagleClass:Class;
[Embed(source="../wolftex/greenlight.png")]
public static var greenlightClass:Class;
[Embed(source="../wolftex/greystone.png")]
public static var greystoneClass:Class;
[Embed(source="../wolftex/mossy.png")]
public static var mossyClass:Class;
[Embed(source="../wolftex/pillar.png")]
public static var pillarClass:Class;
[Embed(source="../wolftex/purplestone.png")]
public static var purplestoneClass:Class;
[Embed(source="../wolftex/redbrick.png")]
public static var redbrickClass:Class;
[Embed(source="../wolftex/wood.png")]
public static var woodClass:Class;
//Array to hold all the textures
private var texs:Array=[];
private var worldMap:Array = [];
//private var worldMap[1]:Array=[];
private static const SCREEN_WIDTH:int=640;
private static const SCREEN_HEIGHT:int=480;
private var screenBitmapData:BitmapData;
private var screenBitmap:Bitmap;
private var alchemyMemory:ByteArray;
private var alcRCLib:Object;
private var cLibInit:CLibInit;
private var alcScreenBufferPointer:uint;
private var alcTexPointer:uint;
private var upKey:int=0;
private var downKey:int=0;
private var leftKey:int=0;
private var rightKey:int=0;
private var a:flash.text.TextField;
public function Main() {
stage.frameRate=60;
stage.align=StageAlign.TOP_LEFT;
stage.scaleMode=StageScaleMode.NO_SCALE;
stage.fullScreenSourceRect=new Rectangle(0,0,SCREEN_WIDTH,SCREEN_HEIGHT);
init();
}//end of function Main
private function init():void {
initBitmaps();
initAlchemy();
initRendering();
}//end of function init
private function initBitmaps():void {
texs.push(prepareBitmapData(new eagleClass().bitmapData ));
texs.push(prepareBitmapData(new redbrickClass().bitmapData ));
texs.push(prepareBitmapData(new purplestoneClass().bitmapData ));
texs.push(prepareBitmapData(new greystoneClass().bitmapData ));
texs.push(prepareBitmapData(new bluestoneClass().bitmapData ));
texs.push(prepareBitmapData(new mossyClass().bitmapData ));
texs.push(prepareBitmapData(new woodClass().bitmapData ));
texs.push(prepareBitmapData(new colorstoneClass().bitmapData ));
texs.push(prepareBitmapData(new barrelClass().bitmapData ));
texs.push(prepareBitmapData(new pillarClass().bitmapData ));
texs.push(prepareBitmapData(new greenlightClass().bitmapData ));
screenBitmapData=new BitmapData(SCREEN_WIDTH,SCREEN_HEIGHT,false,0);
screenBitmap=new Bitmap(screenBitmapData);
addChild(screenBitmap);
worldMap[1] = (1,2,3,4);
worldMap[2] = (1,2,3,4);
worldMap[3] = (1,2,3,4);
worldMap[4] = (1,2,3,4);
worldMap[5] = (1,2,3,4);
worldMap[6] = (1,2,3,4);
worldMap[7] = (1,2,3,4);
}//end of function initBitmaps
//Prepare the bitmap once to take into account the lower-endianess of the alchemy code.
private function prepareBitmapData(sourceMap:BitmapData):BitmapData {
var outBitmapData:BitmapData=sourceMap.clone();
outBitmapData=new BitmapData(outBitmapData.width,outBitmapData.height,true,0xFF000000);
outBitmapData.copyChannel(sourceMap,outBitmapData.rect,outBitmapData.rect.topLeft,BitmapD ataChannel.ALPHA,BitmapDataChannel.BLUE);
outBitmapData.copyChannel(sourceMap,outBitmapData.rect,outBitmapData.rect.topLeft,BitmapD ataChannel.RED,BitmapDataChannel.GREEN);
outBitmapData.copyChannel(sourceMap,outBitmapData.rect,outBitmapData.rect.topLeft,BitmapD ataChannel.GREEN,BitmapDataChannel.RED);
outBitmapData.copyChannel(sourceMap,outBitmapData.rect,outBitmapData.rect.topLeft,BitmapD ataChannel.BLUE,BitmapDataChannel.ALPHA);
return outBitmapData;
}//end of function prepareBitmapData
private function initAlchemy():void {
cLibInit=new CLibInit ;
alcRCLib=cLibInit.init();
//Retrieve the "Alchemy Memory".
var ns:Namespace=new Namespace("cmodule.Ray_Caster");
alchemyMemory=ns::gstate.ds;
//Allocate the buffers in Alchemy.
alcScreenBufferPointer=alcRCLib.initializeScreenBuffer(SCREEN_WIDTH,SCREEN_HEIGHT);//Setu p a screenbuffer of size x,y;
//Copy the textures to alchemy memory.
for (var i:int=0; i<11; i++) {
var ba:ByteArray=texs[i].getPixels(texs[i].rect);
alcTexPointer=alcRCLib.initializeTexBuffer(i);
alchemyMemory.position=alcTexPointer;
alchemyMemory.writeBytes(ba,0,ba.length);
}//end of for
}//end of function initAlchemy
private function initRendering():void {
stage.addEventListener(KeyboardEvent.KEY_DOWN,key_pressed);
stage.addEventListener(KeyboardEvent.KEY_UP,key_released);
addEventListener(Event.ENTER_FRAME,enterFrame);
}//end of function initRendering
private function enterFrame(event:Event):void {
alcRCLib.loop(upKey,downKey,leftKey,rightKey);
alchemyMemory.position=alcScreenBufferPointer;
screenBitmapData.setPixels(screenBitmapData.rect,alchemyMemory);
}//end of function enterFrame
private function key_pressed(e:KeyboardEvent):void {
switch (e.keyCode) {
case Keyboard.UP :
upKey=1;
break;
case Keyboard.DOWN :
downKey=1;
break;
case Keyboard.LEFT :
leftKey=1;
break;
case Keyboard.RIGHT :
rightKey=1;
break;
}//end of switch
}//end of function key_pressed
private function key_released(e:KeyboardEvent):void {
switch (e.keyCode) {
case Keyboard.UP :
upKey=0;
break;
case Keyboard.DOWN :
downKey=0;
break;
case Keyboard.LEFT :
leftKey=0;
break;
case Keyboard.RIGHT :
rightKey=0;
break;
}//end of switch
}//end of function key_released
}//end of class
}//end of package
###raycaster####
//Raycasting Engine from Lode's Computer Graphics Tutorial
//http://www.student.kuleuven.be/~m0216922/CG/raycasting.html
//Modified for Alchemy by Bruce Jawn
//http://bruce-lab.blogspot.com
#include "AS3.h"
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
//============================================================
//============================================================
enum bool {false=0,true=!false};
#define screenWidth 1640
#define screenHeight 1480
#define texWidth 64
#define texHeight 64
#define mapWidth 24
#define mapHeight 24
//1D Screen Buffer
int* tBuffer;
int resX = 0;
int resY = 0;
//2D Screen Buffer
int buffer[screenWidth][screenHeight];
//1D Zbuffer
double ZBuffer[screenWidth];
//============================================================
//============================================================
//textures
int texture[11][texWidth*texHeight];
#define numSprites 19
//arrays used to sort the sprites
int spriteOrder[numSprites];
double spriteDistance[numSprites];
struct SSprite
double x;
double y;
int texture;
struct SSprite sprite[numSprites]=
//green light in front of playerstart
{20.5, 11.5, 10},
//green lights in every room
{18.5,4.5, 10},
{10.0,4.5, 10},
{10.0,12.5,10},
{3.5, 6.5, 10},
{3.5, 20.5,10},
{3.5, 14.5,10},
{14.5,20.5,10},
//row of pillars in front of wall: fisheye test
{18.5, 10.5, 9},
{18.5, 11.5, 9},
{18.5, 12.5, 9},
//some barrels around the map
{21.5, 1.5, 8},
{15.5, 1.5, 8},
{16.0, 1.8, 8},
{16.2, 1.2, 8},
{3.5, 2.5, 8},
{9.5, 15.5, 8},
{10.0, 15.1,8},
{10.5, 15.8,8},
//============================================================
//============================================================
//map
int worldMap[mapWidth][mapHeight] =
{8,8,8,8,8,8,8,8,8,8,8,4,4,6,4,4,6,4,6,4,4,4,6,4},
{8,0,0,0,0,0,0,0,0,0,8,4,0,0,0,0,0,0,0,0,0,0,0,4},
{8,0,3,3,0,0,0,0,0,8,8,4,0,0,0,0,0,0,0,0,0,0,0,6},
{8,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6},
{8,0,3,3,0,0,0,0,0,8,8,4,0,0,0,0,0,0,0,0,0,0,0,4},
{8,0,0,0,0,0,0,0,0,0,8,4,0,0,0,0,0,6,6,6,0,6,4,6},
{8,8,8,8,0,8,8,8,8,8,8,4,4,4,4,4,4,6,0,0,0,0,0,6},
{7,7,7,7,0,7,7,7,7,0,8,0,8,0,8,0,8,4,0,4,0,6,0,6},
{7,7,0,0,0,0,0,0,7,8,0,8,0,8,0,8,8,6,0,0,0,0,0,6},
{7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,6,0,0,0,0,0,4},
{7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,6,0,6,0,6,0,6},
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{2,2,2,2,0,2,2,2,2,4,6,4,0,0,6,0,6,3,0,0,0,0,0,3},
{2,2,0,0,0,0,0,2,2,4,0,0,0,0,0,0,4,3,0,0,0,0,0,3},
{2,0,0,0,0,0,0,0,2,4,0,0,0,0,0,0,4,3,0,0,0,0,0,3},
{1,0,0,0,0,0,0,0,1,4,4,4,4,4,6,0,6,3,3,0,0,0,3,3},
{2,0,0,0,0,0,0,0,2,2,2,1,2,2,2,6,6,0,0,5,0,5,0,5},
{2,2,0,0,0,0,0,2,2,2,0,0,0,2,2,0,5,0,5,0,0,0,5,5},
{2,0,0,0,0,0,0,0,2,0,0,0,0,0,2,5,0,5,0,5,0,5,0,5},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5},
{2,0,0,0,0,0,0,0,2,0,0,0,0,0,2,5,0,5,0,5,0,5,0,5},
{2,2,0,0,0,0,0,2,2,2,0,0,0,2,2,0,5,0,5,0,0,0,5,5},
{2,2,2,2,1,2,2,2,2,2,2,1,2,2,2,5,5,5,5,5,5,5,5,5}
//============================================================
//============================================================
double posX = 22.0, posY = 11.5; //x and y start position
double dirX = -1.0, dirY = 0.0; //initial direction vector
double planeX = 0.0, planeY = 0.66; //the 2d raycaster version of camera plane
int K_LEFT=0;
int K_RIGHT=0;
int K_UP=0;
int K_DOWN=0;
//speed modifiers
double moveSpeed = .30; //the constant value is in squares/second
double rotSpeed = .20; //the constant value is in radians/second
//============================================================
//============================================================
AS3_Val initializeScreenBuffer(void* self, AS3_Val args)
AS3_ArrayValue(args, "IntType, IntType", &resX, &resY);
tBuffer = malloc( resX * resY * sizeof(int) );
return AS3_Ptr( tBuffer );
}//end of initializeScreenBuffer
//used to load some textures & sprite textures
AS3_Val initializeTexBuffer(void* self, AS3_Val args)
int index;
AS3_ArrayValue(args, "IntType", &index);
return AS3_Ptr( texture[index] );
}//end of initializeTexBuffer
//start the main loop
AS3_Val loop( void* self, AS3_Val args )
AS3_ArrayValue(args,"IntType,IntType,IntType,IntType",&K_UP,&K_DOWN,&K_LEFT,&K_RIGHT);
CastRay();
int opos,j,i,jpos;
for(j=0; j < resY; j++ ){
jpos = resX*j;
for(i=0; i < resX; i++ ){
opos = (jpos+i);
tBuffer[opos] = buffer[i][j];
}//end of for
}//end of for
return 0;
}//end of loop
int main()
AS3_Val initializeScreenBufferMethod = AS3_Function( NULL,initializeScreenBuffer );
AS3_Val loopMethod = AS3_Function( NULL,loop );
AS3_Val initializeTexBufferMethod = AS3_Function( NULL,initializeTexBuffer );
AS3_Val result = AS3_Object("initializeScreenBuffer:AS3ValType,loop:AS3ValType,initializeTexBuffer:AS3ValT ype"
,initializeScreenBufferMethod,loopMethod,initializeTexBufferMethod);
AS3_Release( initializeScreenBufferMethod );
AS3_Release( loopMethod );
AS3_Release( initializeTexBufferMethod );
AS3_LibInit( result );
return 0;
}//end of main
//================================================================
//================================================================
void CastRay()
printf ("Hello World!\n");
int x;
int y;
int w=screenWidth;
int h=screenHeight;
for( x = 0; x < screenWidth; x++) for( y = 0; y < screenHeight; y++) {buffer[x][y] = 0;} //clear the buffer instead of cls()
for(x = 0; x < w; x++)
//calculate ray position and direction
double cameraX = 2 * x / (double)(w) - 1; //x-coordinate in camera space
double rayPosX = posX;
double rayPosY = posY;
double rayDirX = dirX + planeX * cameraX;
double rayDirY = dirY + planeY * cameraX;
//which box of the map we're in
int mapX = (int)(rayPosX);
int mapY = (int)(rayPosY);
//length of ray from current position to next x or y-side
double sideDistX;
double sideDistY;
//length of ray from one x or y-side to next x or y-side
double deltaDistX = sqrt(1 + (rayDirY * rayDirY) / (rayDirX * rayDirX));
double deltaDistY = sqrt(1 + (rayDirX * rayDirX) / (rayDirY * rayDirY));
double perpWallDist;
//what direction to step in x or y-direction (either +1 or -1)
int stepX;
int stepY;
int hit = 0; //was there a wall hit?
int side; //was a NS or a EW wall hit?
//calculate step and initial sideDist
if (rayDirX < 0)
stepX = -1;
sideDistX = (rayPosX - mapX) * deltaDistX;
}//end of if (rayDirX < 0)
else
stepX = 1;
sideDistX = (mapX + 1.0 - rayPosX) * deltaDistX;
}//end of else
if (rayDirY < 0)
stepY = -1;
sideDistY = (rayPosY - mapY) * deltaDistY;
}//end of if (rayDirY < 0)
else
stepY = 1;
sideDistY = (mapY + 1.0 - rayPosY) * deltaDistY;
}//end of else
//perform DDA
while (hit == 0)
//jump to next map square, OR in x-direction, OR in y-direction
if (sideDistX < sideDistY)
sideDistX += deltaDistX;
mapX += stepX;
side = 0;
}//end of if (sideDistX < sideDistY)
else
sideDistY += deltaDistY;
mapY += stepY;
side = 1;
}//end of else
//Check if ray has hit a wall
if (worldMap[mapX][mapY] > 0) hit = 1;
}//end of while (hit == 0)
//Calculate distance of perpendicular ray (oblique distance will give fisheye effect!)
if (side == 0) perpWallDist = fabs((mapX - rayPosX + (1 - stepX) / 2) / rayDirX);
else perpWallDist = fabs((mapY - rayPosY + (1 - stepY) / 2) / rayDirY);
//Calculate height of line to draw on screen
int lineHeight = abs((int)(h / perpWallDist));
//calculate lowest and highest pixel to fill in current stripe
int drawStart = -lineHeight / 2 + h / 2;
if(drawStart < 0) drawStart = 0;
int drawEnd = lineHeight / 2 + h / 2;
if(drawEnd >= h) drawEnd = h - 1;
//texturing calculations
int texNum = worldMap[mapX][mapY] - 1; //1 subtracted from it so that texture 0 can be used!
//calculate value of wallX
double wallX; //where exactly the wall was hit
if (side == 1) wallX = rayPosX + ((mapY - rayPosY + (1 - stepY) / 2) / rayDirY) * rayDirX;
else wallX = rayPosY + ((mapX - rayPosX + (1 - stepX) / 2) / rayDirX) * rayDirY;
wallX -= floor((wallX));
//x coordinate on the texture
int texX = (int)(wallX * (double)(texWidth));
if(side == 0 && rayDirX > 0) texX = texWidth - texX - 1;
if(side == 1 && rayDirY < 0) texX = texWidth - texX - 1;
int y;
for(y = drawStart; y < drawEnd; y++)
int d = y * 256 - h * 128 + lineHeight * 128; //256 and 128 factors to avoid floats
int texY = ((d * texHeight) / lineHeight) / 256;
int color = texture[texNum][texWidth * texY + texX];
//make color darker for y-sides: R, G and B byte each divided through two with a "shift" and an "and"
if(side == 1) color = (color >> 1) & 8355711;
buffer[x][y] = color;
}//end of for(y = drawStart; y < drawEnd; y++)
//SET THE ZBUFFER FOR THE SPRITE CASTING
ZBuffer[x] = perpWallDist; //perpendicular distance is used
//FLOOR CASTING
double floorXWall, floorYWall; //x, y position of the floor texel at the bottom of the wall
//4 different wall directions possible
if(side == 0 && rayDirX > 0)
floorXWall = mapX;
floorYWall = mapY + wallX;
}//end of if(side == 0 && rayDirX > 0)
else if(side == 0 && rayDirX < 0)
floorXWall = mapX + 1.0;
floorYWall = mapY + wallX;
}//end of else if(side == 0 && rayDirX < 0)
else if(side == 1 && rayDirY > 0)
floorXWall = mapX + wallX;
floorYWall = mapY;
}//end of else if(side == 1 && rayDirY > 0)
else
floorXWall = mapX + wallX;
floorYWall = mapY + 1.0;
}//end of else
double distWall, distPlayer, currentDist;
distWall = perpWallDist;
distPlayer = 0.0;
if (drawEnd < 0) drawEnd = h; //becomes < 0 when the integer overflows
//draw the floor from drawEnd to the bottom of the screen
for(y = drawEnd + 1; y < h; y++)
currentDist = h / (2.0 * y - h); //you could make a small lookup table for this instead
double weight = (currentDist - distPlayer) / (distWall - distPlayer);
double currentFloorX = weight * floorXWall + (1.0 - weight) * posX;
double currentFloorY = weight * floorYWall + (1.0 - weight) * posY;
int floorTexX, floorTexY;
floorTexX = (int)(currentFloorX * texWidth) % texWidth;
floorTexY = (int)(currentFloorY * texHeight) % texHeight;
//floor
buffer[x][y] = (texture[3][texWidth * floorTexY + floorTexX] >> 1) & 8355711;
//ceiling (symmetrical!)
buffer[x][h - y] = texture[6][texWidth * floorTexY + floorTexX];
}//end of for(y = drawEnd + 1; y < h; y++)
}//end of for(x = 0; x < w; x++)
//SPRITE CASTING
//sort sprites from far to close
int i;
for(i = 0; i < numSprites; i++)
spriteOrder[i] = i;
spriteDistance[i] = ((posX - sprite[i].x) * (posX - sprite[i].x) + (posY - sprite[i].y) * (posY - sprite[i].y)); //sqrt not taken, unneeded
}//end of for(i = 0; i < numSprites; i++)
combSort(spriteOrder, spriteDistance, numSprites);
//after sorting the sprites, do the projection and draw them
for(i = 0; i < numSprites; i++)
//translate sprite position to relative to camera
double spriteX = sprite[spriteOrder[i]].x - posX;
double spriteY = sprite[spriteOrder[i]].y - posY;
//transform sprite with the inverse camera matrix
// [ planeX dirX ] -1 [ dirY -dirX ]
// [ ] = 1/(planeX*dirY-dirX*planeY) * [ ]
// [ planeY dirY ] [ -planeY planeX ]
double invDet = 1.0 / (planeX * dirY - dirX * planeY); //required for correct matrix multiplication
double transformX = invDet * (dirY * spriteX - dirX * spriteY);
double transformY = invDet * (-planeY * spriteX + planeX * spriteY); //this is actually the depth inside the screen, that what Z is in 3D
int spriteScreenX = (int)((w / 2) * (1 + transformX / transformY));
//parameters for scaling and moving the sprites
#define uDiv 1
#define vDiv 1
#define vMove 0.0
int vMoveScreen = (int)(vMove / transformY);
//calculate height of the sprite on screen
int spriteHeight = abs((int)(h / (transformY))) / vDiv; //using "transformY" instead of the real distance prevents fisheye
//calculate lowest and highest pixel to fill in current stripe
int drawStartY = -spriteHeight / 2 + h / 2 + vMoveScreen;
if(drawStartY < 0) drawStartY = 0;
int drawEndY = spriteHeight / 2 + h / 2 + vMoveScreen;
if(drawEndY >= h) drawEndY = h - 1;
//calculate width of the sprite
int spriteWidth = abs( (int) (h / (transformY))) / uDiv;
int drawStartX = -spriteWidth / 2 + spriteScreenX;
if(drawStartX < 0) drawStartX = 0;
int drawEndX = spriteWidth / 2 + spriteScreenX;
if(drawEndX >= w) drawEndX = w - 1;
//loop through every vertical stripe of the sprite on screen
int stripe;
for(stripe = drawStartX; stripe < drawEndX; stripe++)
int texX = (int)(256 * (stripe - (-spriteWidth / 2 + spriteScreenX)) * texWidth / spriteWidth) / 256;
//the conditions in the if are:
//1) it's in front of camera plane so you don't see things behind you
//2) it's on the screen (left)
//3) it's on the screen (right)
//4) ZBuffer, with perpendicular distance
int y;
if(transformY > 0 && stripe > 0 && stripe < w && transformY < ZBuffer[stripe])
for(y = drawStartY; y < drawEndY; y++) //for every pixel of the current stripe
int d = (y-vMoveScreen) * 256 - h * 128 + spriteHeight * 128; //256 and 128 factors to avoid floats
int texY = ((d * texHeight) / spriteHeight) / 256;
unsigned int color = texture[sprite[spriteOrder[i]].texture][texWidth * texY + texX]; //get current color from the texture//??????????????????
if((color & 0x00FFFFFF) != 0) buffer[stripe][y] = color; //paint pixel if it isn't black, black is the invisible color
}//end of for(y = drawStartY; y < drawEndY; y++)
}//end of for(stripe = drawStartX; stripe < drawEndX; stripe++)
}//end of for(i = 0; i < numSprites; i++)
//readKeys
//move forward if no wall in front of you
if (K_UP)
if(worldMap[(int)(posX + dirX * moveSpeed)][(int)(posY)] == false) posX += dirX * moveSpeed;
if(worldMap[(int)(posX)][(int)(posY + dirY * moveSpeed)] == false) posY += dirY * moveSpeed;
}//end of if (K_UP)
//move backwards if no wall behind you
if (K_DOWN)
if(worldMap[(int)(posX - dirX * moveSpeed)][(int)(posY)] == false) posX -= dirX * moveSpeed;
if(worldMap[(int)(posX)][(int)(posY - dirY * moveSpeed)] == false) posY -= dirY * moveSpeed;
}//end of if (K_DOWN)
//rotate to the right
if (K_RIGHT)
//both camera direction and camera plane must be rotated
double oldDirX = dirX;
dirX = dirX * cos(-rotSpeed) - dirY * sin(-rotSpeed);
dirY = oldDirX * sin(-rotSpeed) + dirY * cos(-rotSpeed);
double oldPlaneX = planeX;
planeX = planeX * cos(-rotSpeed) - planeY * sin(-rotSpeed);
planeY = oldPlaneX * sin(-rotSpeed) + planeY * cos(-rotSpeed);
}//end of if (K_RIGHT)
//rotate to the left
if (K_LEFT)
//both camera direction and camera plane must be rotated
double oldDirX = dirX;
dirX = dirX * cos(rotSpeed) - dirY * sin(rotSpeed);
dirY = oldDirX * sin(rotSpeed) + dirY * cos(rotSpeed);
double oldPlaneX = planeX;
planeX = planeX * cos(rotSpeed) - planeY * sin(rotSpeed);
planeY = oldPlaneX * sin(rotSpeed) + planeY * cos(rotSpeed);
}//end of if (K_LEFT)
}//end of CastRay
//sort algorithm
void combSort(int* order, double* dist, int amount)
int gap = amount;
enum bool swapped = false;
while(gap > 1 || swapped)
//shrink factor 1.3
gap = (gap * 10) / 13;
if(gap == 9 || gap == 10) gap = 11;
if (gap < 1) gap = 1;
swapped = false;
int i;
for (i = 0; i < amount - gap; i++)
int j = i + gap;
if (dist[i] < dist[j])
double disttemp=dist[i];
dist[i]=dist[j];
dist[j]=disttemp;
int ordertemp=order[i];
order[i]=order[j];
order[j]=ordertemp;
swapped = true;
}//end of if (dist[i] < dist[j])
}//end of for (i = 0; i < amount - gap; i++)
}//end of while(gap > 1 || swapped)
}//end of combSort
the sorce file can be found here http://bruce-lab.blogspot.com/2010/04/alchemy-ray-casting-engine-source-code.htmlRadioactiveLizard, you need adobe alchemy (http://labs.adobe.com/technologies/alchemy/) to compile the C code to a swc,
not pass variables to C directly. -
Passing CPM variable value to BW report/query
Is it possible to pass CPM variable values from SEM scorecard to BW supporting reports.
Not sure if this is what you are looking for, but it's my first thought of what I would try:
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I've researched LoadVars on Adobe forum, used David Powers'
books, googled 'flash to php', LoadVars, etc. and tried
sendAndLoad, send, and using $_POST, $_GET, $_REQUEST.
$HTTP_POSTVARS but I keep getting this same error. any advice
please?
I have a Unix server running Apache/PHP 4 - LoadVars worked
to load name-value pairs into an array -see thread)
My goal with this simple app is to prototype being able to
pass a variable from flash to a variable in php.
Parse error: syntax error, unexpected T_VARIABLE in
flash_to_SQL.php on line 5
Actionscript 2.0 code:
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c.testing = "123FOUR";
c.send ("
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php code: (I also tried $_POST, $_GET, $_REQUEST.
$HTTP_POSTVARS)
<?php
//mysql 4.1.2, php 4 , NO mysqli
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Hi Gurus,
We have below requirement.Please help us at the earliest.
How to pass session variable value with GO URL to override session value. ( It is not working after making changes to authentication xml file session init block creation as explained by oracle (Bug No14372679 : which they claim it is fixed in 1.7 version Ref No :Bug 14372679 : REQUEST VARIABLE NOT OVERRIDING SESSION VARIABLE RUNNING THRU A GO URL )
Please provide step by step solution.No vague answers.
I followed below steps mentioned.
RPD:
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select 'ACTIVE' from dual;
-> Assigned the session variable STATUS to Init block Init_Status
authenticationschemas.xml:
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Report
Edit column "Contract Status" and added session variable as
VALUEOF(NQ_SESSION.STATUS)
URL:
http://localhost:9704/analytics/saw.dll?PortalGo&Action=prompt&path=%2Fshared%2FQAV%2FTest_Report_By%20Contract%20Status&RE_CODE='EXPIRED'
Issue:
When I run the URL above with parameter EXPIRED, the report still shows for ACTIVE only. The URL is not making any difference with report.
Report is picking the default value from RPD session variable init query.
could you please let me know if I am missing something.Hi,
Check those links might help you.
Integrating Oracle OBIEE Content using GO URL
How to set session variables using url variables | OBIEE Blog
OBIEE 10G - How to set a request/session variable using the Saw Url (Go/Dashboard) | GerardNico.com (BI, OBIEE, O…
Thanks,
Satya -
Passing Session variable of DATE data type to opaque view filter
Hi Everyone,
Can you guys please help me in passing session variable of DATE data type in RPD's physical layer 'opaque view' filter for Oracle database
I tried following syntax, syntax wise I didn't got getting any error, but at the same time this opaque view is not fetching any records as well. my session variable is "END_DATE" and its value is 1998/12/31:00:00:00(as shown in RPD session windows, datatype is DATETIME)
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and here is the source from where I got this information
Using OBIEE Session Variables in Select Tables in the Physical Layer -
Is it possible to pass a variable from one animation to another?
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Animation One has this:
sym.setVariable("myVarOne", 1);
Animation Two has this:
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console.log("myVarOneInTwo = " + myVarOneInTwo);
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Is there a way to pull a variable from one animation into another?Sorry also had to fix this:
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