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How can I combine an in place transformation, and a copy transformation?


How can I combine an in place transformation, and a copy transformation?

By : BigDogRMF
Date : November 22 2020, 02:42 PM
I wish this helpful for you You can tell the compiler how to differentiate the two by providing an overload on std::reference_wrapper. Then the code would look like this, for example:
code :
#include <iostream>
#include <functional>

using T = std::string;

T Transform(T t)
{
    t += " copy";
    return t;
}

std::reference_wrapper<T> Transform(std::reference_wrapper<T> t)
{
    t.get() += " ref";
    return t;
}

int main()
{
    T t{"original"};

    std::cout << Transform(Transform(t)) << "\n";
    std::cout << t << "\n";
    std::cout << Transform(Transform(std::ref(t))).get() << "\n";
    std::cout << t;
}
original copy copy
original
original ref ref
original ref ref


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Web.config transformation: how to apply a transformation to all node matching a Locator expression?

Web.config transformation: how to apply a transformation to all node matching a Locator expression?


By : user1335540
Date : March 29 2020, 07:55 AM
seems to work fine I've just tried this and using RemoveAll instead of Remove seems to do the trick:
code :
<services>
  <service>
    <endpoint binding="mexHttpBinding" xdt:Locator="Match(binding)" xdt:Transform="RemoveAll" />
  </service>
</services>
Pentaho Data integration transformation, Internal.Transformation.Filename.Directory not set

Pentaho Data integration transformation, Internal.Transformation.Filename.Directory not set


By : est49
Date : March 29 2020, 07:55 AM
With these it helps
This is normal behavior, in a repository you have no reference directory to use.
Html5 Canvas Transformation Algorithm - Finding object coordinates after applying transformation

Html5 Canvas Transformation Algorithm - Finding object coordinates after applying transformation


By : Arup Aich
Date : March 29 2020, 07:55 AM
it fixes the issue All affine transformations in 2D can be expressed as a matrix of the form:
code :
    [ a  c  dx ]
T = [ b  d  dy ]
    [ 0  0   1 ]
[ a*x + c*y + dx ]
[ b*x + d*y + dy ]
[       1        ]
[ d/M  -c/M  (c*dy - d*dx)/M ]
[ b/M   a/M  (b*dx - a*dy)/M ]
[  0     0          1        ]
context.translate(dx,dy) <==> context.transform( 1,  0,  0,  1, dx, dy)
context.rotate(θ)        <==> context.transform( c,  s, -s,  c,  0,  0)
context.scale(sx,sy)     <==> context.transform(sx,  0,  0, sy,  0,  0)
Why is Union All transformation in SSIS a partially/semi blocking transformation?

Why is Union All transformation in SSIS a partially/semi blocking transformation?


By : pdxjohnny
Date : March 29 2020, 07:55 AM
To fix this issue The SSIS Buffer is what the tool uses to move rows through transformations. A synchronous transformation operates on one buffer, passing it along as it completes it's work so that the next transformation can immediately pick up on its task. When they're operating on the buffer synchronously, the downstream transformations can read the buffer's rows as it is passed from upstream transformations. A buffer is a single object - you can't pass along 3 buffers to downstream transforms as a "single" buffer.
When you reach a UNION ALL transformation, each pipeline above it has its own buffer, so SSIS needs to move the rows from each of those buffers into one new buffer for the downstream synchronous transformations. This copy operation is "asynchronous", since the buffer must be created and the data copied into it from the source buffers, and the downstream transforms must wait for the new buffer. How this copy is done doesn't seem to be documented, but I would expect it's probably just moving the pointers to the rows in each buffer into a array or linked list in the new buffer.
Verification of transformation matrix usage in vertex shader. Correctness or normals transformation

Verification of transformation matrix usage in vertex shader. Correctness or normals transformation


By : Dongsheng
Date : March 29 2020, 07:55 AM
hop of those help? If you want to create a normal matrix, then you have to use the inverse transpose of the upper left 3*3, of the 4*4 matrix.
See Why transforming normals with the transpose of the inverse of the modelview matrix?
code :
normal = gl_NormalMatrix * transpose(inverse(mat3(transformationMatrix))) * gl_Normal;
normal = gl_NormalMatrix * (gl_Normal * inverse(mat3(transformationMatrix)));
normal = gl_NormalMatrix * mat3(transformationMatrix) * gl_Normal;
normal = gl_NormalMatrix * (gl_Normal * transpose(mat3(transformationMatrix)));
vec3 v;
mat3 m1, m2;

(m1 * v) * m2
m1 * (v * m2);
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