Microsoft Word: How do I click to hide the blank space between the pages in the Print Design view?

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Directx: abnormal lighting when calculating in tangent space. Probably something wrong with the coordinate transformation matrix

I'm trying to calculate the lighting in the tangent space. But I'm still getting abnormal results. I was modifying the demo code of the book and I am amused if there is any problem with the transformation matrix that I created.

I'm having trouble solving a problem in Introduction to programming 3D games with DirectX 11. I tried to use the TBN matrix

Tx, Ty, Tz,
Bx, by, Bz,
Nx, Ny, Nz

according to the book provided, but I found that the light vector was erroneously transformed into tangent space and now I have no idea how to debug this shader.

Here is my Pixel Shader:

float4 PS1 (VertexOut pin,
uniform int gLightCount,
uniform bool gUseTexure,
bool uniform gAlphaClip,
uniform bool gFogEnabled,
uniform bool gReflectionEnabled): SV_Target {
// Normal interpolation can abnormalize it, so normalize it.
pin.NormalW = normalize (pin.NormalW);
pin.TangentW = normalize (pin.TangentW);

// The vector toEye is used in lighting.
float3 toEye = gEyePosW - pin.PosW;

// Caches the distance to the eye from this surface point.
float distToEye = length (toEye);

// Calculate normalMapSample
float3 normalMapSample =
normalize (SampledNormal2Normal (gNormalMap.Sample (samLinear, pin.Tex) .rgb));

// normalize to Eye
toEye = normalize (toEye);

// Default to the multiplicative identity.
float4 texColor = float4 (1, 1, 1, 1);
yes (gUseTexure)
{
// Show the texture.
texColor = gDiffuseMap.Sample (samLinear, pin.Tex);

yes (gAlphaClip)
{
// Discard pixel if texture is alpha < 0.1.  Note that we do this
        // test as soon as possible so that we can potentially exit the shader 
        // early, thereby skipping the rest of the shader code.
        clip(texColor.a - 0.1f);
    }
}

//
// Lighting.
//

float4 litColor = texColor;
if (gLightCount > 0)
{
// Start with a sum of zero.
float4 ambient = float4 (0.0f, 0.0f, 0.0f, 0.0f);
diffused float4 = float4 (0.0f, 0.0f, 0.0f, 0.0f);
float4 spec = float4 (0.0f, 0.0f, 0.0f, 0.0f);

// Add the contribution of light from each light source.  
    [unroll]
    for (int i = 0; i <gLightCount; ++ i)
{
float4 A, D, S;
ComputeDirectionalLightInTangent (gMaterial, gDirLights[i],
normalMapSample, World2TangentSpace (pin.NormalW, pin.TangentW, gTexTransform), toEye,
A, D, S);

environment + = A;
diffuse + = D;
spec + = S;
}

litColor = texColor * (ambient + diffuse) + spec;

if (gReflectionEnabled)
{
float3 incident = -toEye;
float3 reflectionVector = reflect (incident, normalMapSample);
float4 reflectionColor = gCubeMap.Sample (samLinear, reflectionVector);

litColor + = gMaterial.Reflect * reflectionColor;
}
}

//
// fogging
//

yes (gFogEnabled)
{
float fogLerp = saturate ((distToEye - gFogStart) / gFogRange);

// Mix the color of the fog and the color on.
litColor = lerp (litColor, gFogColor, fogLerp);
}

// Common to take alpha of diffuse material and texture.
litColor.a = gMaterial.Diffuse.a * texColor.a;

return litColor;
}  

And here are the functions. SampledNormal2Normal, World2TangentSpace Y ComputeDirectionalLightInTangent:

float3 SampledNormal2Normal (float3 sampledNormal)
{
float3 normalT = 2.0f * sampledNormal - 1.0f;
return normalT;
}

float3x3 World2TangentSpace (float3 unitNormalW, float3 tangentW, float4x4 texTransform)
{
// Build orthonormal bases.
float3 N = unitNormalW;
float3 T = normalize (tangentW - point (tangentW, N) * N);
float3 B = cross (N, T);

float3x3 TBN = float3x3 (T, B, N);
/ * float3x3 invTBN = float3x3 (T.x, T.y, T.z, B.x, B.y, B.z, N.x, N.y, N.z);
returns invTBN; * /


float3 T_ = T - point (N, T) * N;
float3 B_ = B - point (N, B) * N - (point (T_, B) * T_) / point (T_, T_);
float3x3 invT_B_N = float3x3 (T_.x, T_.y, T_.z, B_.x, B_.y, B_.z, N.x, N.y, N.z);
returns invT_B_N;
}

void ComputeDirectionalLightInTangent (Material mat, DirectionalLight L,
float3 normalT, float3x3 toTS, float3 toEye,
outside float4 environment,
outside float4 diffuse,
outside float4 spec)
{
// Initialize outputs.
environment = float4 (0.0f, 0.0f, 0.0f, 0.0f);
diffuse = float4 (0.0f, 0.0f, 0.0f, 0.0f);
spec = float4 (0.0f, 0.0f, 0.0f, 0.0f);

// The light vector points in the opposite direction to the direction in which the light rays travel.
float3 lightVec = -L.Direction;
lightVec = mul (lightVec, toTS);
lightVec = normalize (lightVec);

// toEye to Tangent Space
toEye = mul (toEye, toTS);
toEye = normalize (toEye);

// Add environmental term.
ambient = mat.Ambient * L.Ambient;

// Add fuzzy and specular term, provided the surface is in
// The line of light site.

float diffuseFactor = dot (lightVec, normalT);

// Flatten to avoid dynamic branching.
[flatten]
if (diffuseFactor> 0.0f)
{
float3 v = mirror (-lightVec, normalT);
float specFactor = pow (max (point (v, toEye), 0.0f), mat.Specular.w);

diffuse = diffuse Factor * mat.Diffuse * L.Diffuse;
spec = specFactor * mat.Specular * L.Specular;
}
}

The result I got seems to be much darker in most places and too bright in several highlighted areas. I wonder if someone can help me with my code or give me advice on how to debug a hlsl shader. Thank you!

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linux – How do I correct the space allocation error on a machine with a lot of space?

I would like to run a model on RStudio Server, but I get this error.

Error: Unable to allocate a vector size of 57.8 Gb

This is how my data looks and has 10,000 rows.

            latitude longness close_dating close_price
1 1.501986 86.35068 2014-08-16 22: 25: 31.925431 1302246.3
2 36.367095 -98.66428 2014-08-05 06: 34: 00.165876 147504.5
3 36.599284 -97.92470 2014-08-12 23: 48: 00.887510 137400.6
4 67.994791 64.68859 2014-08-17 05: 27: 01.404296 -14112.0

This is my model.

library (caret)
training.samples <- data$close_price %>%
createDataPartition (p = 0.8, list = FALSE)
train.data <- data[training.samples, ]
test.data <- datatraining.samples,]model <- train (
close_price ~., data = train.data, method = "knn",
trControl = trainControl ("cv", number = 1),
preProcess = c ("center", "scale"),
tuneLength = 1
)

My instance of EC2 has more than 57 GB available. This is the memory.

                                                    total of free shared buffers used in cache
Mem: 65951628 830424 65121204 64 23908 215484
- / + buffers / cache: 591032 65360596
Swap: 0 0 0

And it has enough storage space, too. This is the hard drive space.

File system 1K-blocks used Available use% Assembled in
devtmpfs 32965196 64 32965132 1% / dev
tmpfs 32975812 0 32975812 0% / dev / shm
/ dev / xvda1 103079180 6135168 96843764 6% /

And these are details in the machine.

R version 3.5.3 (2019-03-11)
Platform: x86_64-pc-linux-gnu (64 bits)
Running under: Amazon Linux AMI 2018.03

systemd: journalctl files take up a lot of space, while journalctl claims that its records are empty

I'm on Ubuntu 18.04.2 LTS and / var / log / journal takes up a lot of space (2 GB), but when I ask journalctl how much space it occupies, it says it's empty:

# journalctl --disk-use
No journal files found
Archived and active journals occupy 0B in the file system.

How can it be?

Just in case, this is what my / var / log / journal folder looks like:

# du -ha / var / log / journal | sort -n -r
113M /var/log/journal/800cbcf8fe6a00bcfb2070585c975afd/system@a84ed5cac5ac4f8290be7c0734e17c15-00000000001d574e-00058875d5c7e370.journal
113M /var/log/journal/800cbcf8fe6a00bcfb2070585c975afd/system@a84ed5cac5ac4f8290be7c0734e17c15-00000000001ba466-00058814d97bea5f.journal
113M /var/log/journal/800cbcf8fe6a00bcfb2070585c975afd/system@a84ed5cac5ac4f8290be7c0734e17c15-0000000019ea8a-000587c2947db30f.journal
113M /var/log/journal/800cbcf8fe6a00bcfb2070585c975afd/system@a84ed5cac5ac4f8290be7c0734e17c15-00000000182260-000587abcf5a21cc.journal
113M /var/log/journal/800cbcf8fe6a00bcfb2070585c975afd/system@a84ed5cac5ac4f8290be7c0734e17c15-00000000167707-0005878eba450784.journal
113M /var/log/journal/800cbcf8fe6a00bcfb2070585c975afd/system@a84ed5cac5ac4f8290be7c0734e17c15-000000001347e4-0005873bdcb3f5c0.journal
113M /var/log/journal/800cbcf8fe6a00bcfb2070585c975afd/system@a84ed5cac5ac4f8290be7c0734e17c15-00000000111138d-00058720313e22ce.journal
113M /var/log/journal/800cbcf8fe6a00bcfb2070585c975afd/system@a84ed5cac5ac4f8290be7c0734e17c15-00000000000ffddf-000587036fec5830.journal
113M /var/log/journal/800cbcf8fe6a00bcfb2070585c975afd/system@a84ed5cac5ac4f8290be7c0734e17c15-00000000000e4114-000586f2bac388e.journal
113M /var/log/journal/800cbcf8fe6a00bcfb2070585c975afd/system@a84ed5cac5ac4f8290be7c0734e17c15-00000000000ca162-000586cf79abff56.journal
113M /var/log/journal/800cbcf8fe6a00bcfb2070585c975afd/system@a84ed5cac5ac4f8290be7c0734e17c15-000000000009885c-00058661189acb9d.journal
113M /var/log/journal/800cbcf8fe6a00bcfb2070585c975afd/system@a84ed5cac5ac4f8290be7c0734e17c15-000000000007c612-0005863ab9806ca1.journal
113M /var/log/journal/800cbcf8fe6a00bcfb2070585c975afd/system@a84ed5cac5ac4f8290be7c0734e17c15-0000000000060ba7-000585fb4e9c27c8.journal
113M /var/log/journal/800cbcf8fe6a00bcfb2070585c975afd/system@a84ed5cac5ac4f8290be7c0734e17c15-00000000000443f9-000585c88de753bb.journal
113M /var/log/journal/800cbcf8fe6a00bcfb2070585c975afd/system@a84ed5cac5ac4f8290be7c0734e17c15-000000000002a8fb-0005857205c587fb.journal
105M /var/log/journal/800cbcf8fe6a00bcfb2070585c975afd/system@a84ed5cac5ac4f8290be7c0734e17c15-000000000014ef90-00058757d5093b19.journal
105M /var/log/journal/800cbcf8fe6a00bcfb2070585c975afd/system@a84ed5cac5ac4f8290be7c0734e17c15-00000000000b2715-0005868ca173c78d.journal
65M /var/log/journal/800cbcf8fe6a00bcfb2070585c975afd/system@000589189f4ea75b-edec8a0213493cfe.journal~
8.1M /var/log/journal/a6e4fe8260870f4eff1716ea5cdeedc5/system.journal
8.1M / var / log / journal / a6e4fe8260870f4eff1716ea5cdeedc5
8.1M /var/log/journal/800cbcf8fe6a00bcfb2070585c975afd/system.journal
8.1M / var / log / journal / 04388efec7a24b9dac01d8ebf7b1c9cb
8.0M /var/log/journal/04388efec7a24b9dac01d8ebf7b1c9cb/system.journal
2.0G / var / log / journal / 800cbcf8fe6a00bcfb2070585c975afd
2.0G / var / log / journal

How to monitor the free space in the persistent volumes of Kubernetes.

Since the persistent volume information was removed from the kubelets metric information. What is the best method to monitor or verify free space on persistent volumes?

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webgl – See space from gl_FragCoord

I try to get the sample code so that CalcEyeFromWindow () (first on the page) works in WebGL, but has no luck.

Combine the code with the following with some explicit values ​​in case something is wrong with the passing of parameters. Visualizing the output in a sphere of radio unit, centered in the view and 3 units of the camera. Using step () in the output to provide clear color transitions in the sphere.

The current output is black. If I set the step to 0 for X and Y, the transitions for X and Y are centered on the sphere, so it seems that the problem is at least partly due to the calculation of clipPos.w.

Vertex Shader:

precision highp float;

attribute vec3 a_position;

uniform mat4 u_modelMatrix;
uniform mat4 u_viewMatrix;
uniform mat4 u_projectionMatrix;


main vacuum ()
{
gl_Position = u_projectionMatrix * u_viewMatrix * u_modelMatrix * vec4 (a_position, 1.0);
}

Fragment shader:

precision highp float;

uniform mat4 u_inverseProjectionMatrix;
uniform mat4 u_projectionMatrix;

vec3 CalcEyeFromWindow (void)
{
vec3 ndcPos;
// Hard code window space position in gl_FragCoord
// Dimensions of the hard code view
ndcPos.xy = (2.0 * gl_FragCoord.xy) / vec2 (1000, 500) - 1;
// Depths of hard code clipping
ndcPos.z = (2.0 * gl_FragCoord.z ​​- 1. - 4.) / (4. - 1.);

vec4 clipPos;
clipPos.w = u_projectionMatrix[3][2]    /
(ndcPos.z - (u_projectionMatrix[2][2]    / u_projectionMatrix[2][3]));
clipPos.xyz = ndcPos * clipPos.w;

return (u_inverseProjectionMatrix * clipPos) .xyz;
}

main vacuum () {
// Step to clarify the position
gl_FragColor = vec4 (step (vec3 (.5, .5, 2.2), CalcEyeFromWindow () *
vec3 (1,1, -1)), 1.);
}

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Press the "Download now" button to download cricut design space installer
The whole process will only take a few minutes.

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Cricut Design Space (Mac / Windows) Cricut Design Space (iOS) Cricut Design Space (Android) Important: In order to focus our attention and resources on creating and improving the Cricut® experience, Cricut Craft Room has been closed and we will not. providing additional updates to the Cricut DesignStudio® software. In addition, cartridges released after April 11, 2013 will not be updated …
Cricut Design Space, free download. Cricut Design Space: Cricut Design Space is a free add-on that allows you to upload your images using system fonts. The add-on also allows you to communicate with your Cricut Explore machine. You can load and cut SVG, JPG, PNG, BMP, GIF and DXF files.
Design Space® is a complementary application that works with the smart cutting machines of the Cricut Maker ™ and Cricut Explore® family. Explore thousands of images, ready-made projects and sources in the Cricut Library. Or design your own project from scratch. Features: • Choose from over 60,000 images, fonts and projects ready to make, or use your own images and sources for FREE • Load and edit most …
Free download of cricut design space for windows 10: Cricut Design Space, Cricut Design Space, Orks In Space for Windows 10 and many more programs. Cricut Design SpaceCricut Design Studio. Free downloads and reviews.
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You can load and cut SVG, JPG, PNG, BMP, GIF and DXF files. You can create a project from scratch using any of the 50,000 images in the Cricut Image Library. You may be interested in trying other programs, such as Cricut DesignStudio, Clean Space X or Space Patrol, which may be similar to Cricut Design Space.
Cricut Design Space is a complementary application that allows you to design and cut wirelessly with the Cricut Explore design and cutting systems. Free
Download Cricut Design Space. It allows you to upload your images using system sources. Download comments of the review (1) Questions and answers Download the Software Informer version. DOWNLOAD NOW 5 MB. Version 5.8.1806 is not yet available Visit the home page at us.cricut.com.
We are very excited about all the incredible new features that come in Design Space 3. We know that everyone is waiting patiently for the launch, so in the meantime, we want to answer all the major questions we can. Next, our product team answers some of the most frequently asked questions about Design Space 3 …
All offers are valid while stocks last. Offers are valid on cricut.com and do not apply to Design Space ® or third party or partner websites. To avoid fraud or abuse, we reserve the right to interrupt or modify these offers or cancel any order.
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