Basically, I have a matrix class like this (with a lot of operator overloads and other functions removed):
template
<
    uint32 TRows,
    uint32 TCols
>
struct Matrix
{
    float values[TRows][TCols];
    inline explicit Matrix()
    {
    }
    inline Matrix<TRows - 1, TCols - 1> minor(const uint32 col, const uint32 row)
    {
    ...
            
           
          
            
            Is there a library (in any language) that can search patterns in matrixes like regular expressions work for strings ?  Something like regular expresions for matrixes, or any matrix pattern search method ?
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            How do you compare a column of a matrix with each previous column? Is there a way to do it without a couple for loops?
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            I have a matrix lets say:
a =
    401.4800  344.0900  305.0300  462.2100  310.0600  397.3400  502.5900
    547.7100  429.9600  540.3400  737.3600  491.4700  474.7400  735.8700
I want to get the first and last columns only so that:
b = 
    401.4800  502.5900
    547.7100  735.8700
...
            
           
          
            
            I'm using OpenTK for a game in C#, and it doesn't come with the project and unproject functions, which convert between world and screen coordinates. Well, it does, but they're deprecated and I couldn't get them to work. I took a shot at implementing them myself based on the opengl spec (see left hand menu, gluProject and gluUnProject, an...
            
           
          
            
            There a section in my code where I need to invert a matrix. That can only reasonably be done on a square matrix, in this case a 3x3 square matrix. The tool I'm using to invert the matrix kept saying that my array wasn't a proper square.
So I did a little test: 
double[,] x = new double[3, 3];
MessageBox.Show(x.GetLength(0).ToString())...
            
           
          
            
            Hi, kind of random, but I am trying to design a preset matrix for running a pinball tournament. Not sure if anyone here would be able to advise me on this, but any thoughts or references would be appreciated. Essentially, I want to construct a design with the following conditions:
1) The tournament consists of 9 rounds. 2) Each round co...
            
           
          
            
            I would like to start using DSM, but not sure how to get started.
What does a good dependency matrix look like and why? How does it work? 
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            I was trying to get familiarize myself with matrices in Ruby. I am trying to initialize a matrix with a input in string format. I tried the following code, but its not working. Please help me what I'm doing wrong.
input =
 '08 02 22 97
  49 49 99 40
  81 49 31 73
  52 70 95 23'
x =  Matrix.rows(input.lines() { |substr| substr.strip.spl...
            
           
          
            
            Ok, so here is what I have:
-an abstract "Object" class which I made in a framework to use it as a base class for all 3D objects.
-a Matrix4 member of this class which has the sole purpose of storing rotation info for the object.
-some functions that multiply the matrix: for each of the yaw, pitch & roll rotations (both global and loc...
            
           
          
            
            I thought I understood matrix math well enough, but apparently I'm clueless
Here's the setup:
I have an object at [0,0,0] in world space.  I have a camera class controlled by mouse movements to rotate and zoom around the object such that it always looks at it.  Here is how I calculate my viewMatrix from the camera:
public Matrix viewM...
            
           
          
            
            If I have a std::vector of objects containing a rotated / translates matrix, is there a way I can use that matrix to calculate a Z position so that I can sort the objects by depth?
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            Hi!
I'm using the GNU GSL to do some matrix calculations. I'm trying to multiply a matrix B with the inverse of a matrix A.
Now I've noticed that the BLAS-part of GSL has a function to do this, but only if A is triangular. Is there a specific reason to this? Also, what would be the fastest way to do this computation? Should I invert A u...
            
           
          
            
            I'm looking for a data structure that would allow me to store an M-by-N 2D matrix of values contiguously in memory, such that the distance in memory between any two points approximates the Euclidean distance between those points in the matrix. That is, in a typical row-major representation as a one-dimensional array of M * N elements, th...
            
           
          
            
            for example, given a matrix:
1 2 3
4 5 6
7 8 9
if you are goint to swap row[0] and row[1], resulting matrix would be:
4 5 6
1 2 3
7 8 9
can you guys help me get a code in C for this?
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            The simple version of my project is rotating a sphere based on user input.
However my rotations get weird after multiple rotations in certain situations due to openGL's local coordinate system.
What I really need is to rotate based on a world/fixed coordinate system. Such that when I rotate the sphere once its rotation axes are not rota...
            
           
          
            
            I have a multidimensional matrix that can have any number of dimensions greater than one. Looking for an efficient algorithm that can visit every point in the matrix.
Some info about the code:
The matrix has value accessors like (although these aren't really relevant).
object value = matrixInstance.GetValue(int[] point);   
matrixInsta...
            
           
          
            
            i have my code for transposing my matrix:
for(j=0; j<col; j++) { 
    for(k=0; k<row; k++) {
        mat2[j][k] = mat[k][j];
    }
it seems to work on a square matrix but not on a nonsquare matrix. help me guys!
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            I'm working on an XNA game and I am using ViewPort.Project and ViewPort.Unproject to translate to and from world coordinates. Currently I use these for each object I draw with SpriteBatch. What I would like to do is calculate a Matrix that I can send to SpriteBatch.Begin to do the screen-space transformation for me. 
Here are the functi...
            
           
          
            
            I've read this SO question on how to rotate a two-dimensional array many times, and I was curious as to how you could expand this situation to work with a section of a two-dimensional array.  I've thought about it for a while, and I can't seem to come up with a good equation.  Essentially what I'm wanting to do is something like this:
...