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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      //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},
      {7,7,0,0,0,0,0,0,7,8,0,8,0,8,0,8,8,6,4,6,0,6,6,6},
      {7,7,7,7,0,7,7,7,7,8,8,4,0,6,8,4,8,3,3,3,0,3,3,3},
      {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"
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        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!
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          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;
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          }//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);
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    }//end of CastRay
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      enum bool swapped = false;
      while(gap > 1 || swapped)
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        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
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