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Articles indexed in March 2012

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  • If some standards apply when "it depends" then should I stick with custom approaches?

    - by Travis J
    If I have an unconventional approach which works better than the industry standard, should I just stick with it even though in principal it violates those standards? What I am talking about is referential integrity for relational database management systems. The standard for enforcing referential integrity is to CASCADE delete. In practice, this is just not going to work all the time. In my current case, it does not. The alternative suggested is to either change the reference to NULL, DEFAULT, or just to take NO ACTION - usually in the form of a "soft delete". I am all about enforcing referential integrity. Love it. However, sometimes it just does not fully apply to use all the standards in practice. My approach has been to slightly abandon a small part of one of those practices which is the part about leaving "hanging references" around. Oops. The trade off is plentiful in this situation I believe. Instead of having deprecated data in the production database, a splattering of "soft delete" logic all across my controllers (and views sometimes depending on how far down the chain the soft delete occurred), and the prospect of queries taking longer and longer - instead of all that - I now have a recycle bin and centralized logic. The only tradeoff is that I must explicitly manage the possibility of "hanging references" which can be done through generics with one class. Any thoughts?

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  • What is the preferred tool/approach to putting a SQL Server database under source control?

    - by msigman
    I've evaluated RedGate SQL Source Control tool (http://www.red-gate.com/products/sql-development/sql-source-control/), and I believe that Team Foundation Server 2010 offers a way to do this as well (as touched on here http://blog.discountasp.net/using-team-foundation-server-2010-source-control-from-sql-server-management-studio/). Are there alternatives, or is one of these considered the preferred/standard solution?

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  • Version control and personal configuration file

    - by Erel Segal Halevi
    Our project uses a user-specific configuration file. This file is currently not in version control, since it is different for each user. The problem is, whenever a developer adds a new module that requires configuration, or changes the name of an existing modules, the other developers get errors because their private configuration files are not updated. To solve the problem, we thought of working with two configuration files: a default/global configuration file that will be in version control and will be updated regularly by each developer that adds a new module, and a private configuration file that will be kept out of version control and will contain only the user-specific changes. However, this still seems like an ad-hoc solution. Can you propose a better solution? What do the professionals do?

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  • Handling "related" work within a single agile work item

    - by Tesserex
    I'm on a project team of 4 devs, myself included. We've been having a long discussion on how to handle extra work that comes up in the course of a single work item. This extra work is usually things that are slightly related to the task, but not always necessary to accomplish the goal of the item (that may be an opinion). Examples include but are not limited to: refactoring of the code changed by the work item refactoring code neighboring the code changed by the item re-architecting the larger code area around the ticket. For example if an item has you changing a single function, you realize the entire class now could be redone to better accommodate this change. improving the UI on a form you just modified When this extra work is small we don't mind. The problem is when this extra work causes a substantial extension of the item beyond the original feature point estimation. Sometimes a 5 point item will actually take 13 points of time. In one case we had a 13 point item that in retrospect could have been 80 points or more. There are two options going around in our discussion for how to handle this. We can accept the extra work in the same work item, and write it off as a mis-estimation. Arguments for this have included: We plan for "padding" at the end of the sprint to account for this sort of thing. Always leave the code in better shape than you found it. Don't check in half-assed work. If we leave refactoring for later, it's hard to schedule and may never get done. You are in the best mental "context" to handle this work now, since you're waist deep in the code already. Better to get it out of the way now and be more efficient than to lose that context when you come back later. We draw a line for the current work item, and say that the extra work goes into a separate ticket. Arguments include: Having a separate ticket allows for a new estimation, so we aren't lying to ourselves about how many points things really are, or having to admit that all of our estimations are terrible. The sprint "padding" is meant for unexpected technical challenges that are direct barriers to completing the ticket requirements. It is not intended for side items that are just "nice-to-haves". If you want to schedule refactoring, just put it at the top of the backlog. There is no way for us to properly account for this stuff in an estimation, since it seems somewhat arbitrary when it comes up. A code reviewer might say "those UI controls (which you actually didn't modify in this work item) are a bit confusing, can you fix that too?" which is like an hour, but they might say "Well if this control now inherits from the same base class as the others, why don't you move all of this (hundreds of lines of) code into the base and rewire all this stuff, the cascading changes, etc.?" And that takes a week. It "contaminates the crime scene" by adding unrelated work into the ticket, making our original feature point estimates meaningless. In some cases, the extra work postpones a check-in, causing blocking between devs. Some of us are now saying that we should decide some cut off, like if the additional stuff is less than 2 FP, it goes in the same ticket, if it's more, make it a new ticket. Since we're only a few months into using Agile, what's the opinion of all the more seasoned Agile veterans around here on how to handle this?

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  • Direct Code Support?

    - by Josh Kahane
    A few times in the past I've hit a major wall and simply couldn't progress with a certain aspect of an app as Im a beginner and still learning the ropes (Objective-C specifically). I was curious if anyone knows of any services which support programmers in real time, paid or free and will over video, audio or text chat sit and work a problem out till its fixed and look through your code? I understand Stackoverflow does a super job at this! However Im in need of something a little more tailored where someone can spend a little time to sit and look and what Im dealing with and delve into my a code if need be. Thanks.

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  • What is required for a scope in an injection framework?

    - by johncarl
    Working with libraries like Seam, Guice and Spring I have become accustomed to dealing with variables within a scope. These libraries give you a handful of scopes and allow you to define your own. This is a very handy pattern for dealing with variable lifecycles and dependency injection. I have been trying to identify where scoping is the proper solution, or where another solution is more appropriate (context variable, singleton, etc). I have found that if the scope lifecycle is not well defined it is very difficult and often failure prone to manage injections in this way. I have searched on this topic but have found little discussion on the pattern. Is there some good articles discussing where to use scoping and what are required/suggested prerequisites for scoping? I interested in both reference discussion or your view on what is required or suggested for a proper scope implementation. Keep in mind that I am referring to scoping as a general idea, this includes things like globally scoped singletons, request or session scoped web variable, conversation scopes, and others. Edit: Some simple background on custom scopes: Google Guice custom scope Some definitions relevant to above: “scoping” - A set of requirements that define what objects get injected at what time. A simple example of this is Thread scope, based on a ThreadLocal. This scope would inject a variable based on what thread instantiated the class. Here's an example of this: “context variable” - A repository passed from one object to another holding relevant variables. Much like scoping this is a more brute force way of accessing variables based on the calling code. Example: methodOne(Context context){ methodTwo(context); } methodTwo(Context context){ ... //same context as method one, if called from method one } “globally scoped singleton” - Following the singleton pattern, there is one object per application instance. This applies to scopes because there is a basic lifecycle to this object: there is only one of these objects instantiated. Here's an example of a JSR330 Singleton scoped object: @Singleton public void SingletonExample{ ... } usage: public class One { @Inject SingeltonExample example1; } public class Two { @Inject SingeltonExample example2; } After instantiation: one.example1 == two.example2 //true;

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  • Having extreme issues getting Compiz working on Ubuntu 11.10 (32-bit)

    - by Josh Hornell
    I have been working very hard the past few days to try to get Compiz configured and working correctly but I have been running into a lot of issues. I first installed the CompizConfig Settings Manager and tried different features such as the desktop cube and couldn't get any of them to work. Then I read that I may not have the right graphics card drivers installed (Nvidia GT540m). So I went into the Additional Drivers tool and it shows that 'no proprietary drivers are in use on this system', which struck me as a bit odd as when I very first installed Ubuntu it showed that my Nvidia drivers were installed an active until I downloaded and installed the updates to Ubuntu and since then it's shown empty. I then tried to install my graphics card drivers manually via this article How do I install the latest Nvidia drivers via the Additional Drivers tool?. I rebooted and had no issue although I tried to go back into the CompizConfig Settings Manager and couldn't get anything to work as well as my Additional Drivers tool still showed no drivers installed. I feel like I've tried about everything I can think of and any help would be much appreciated!

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  • My LAN USB NIC is not working in ubuntu 11.10?

    - by Gaurav_Java
    Today i start my system its seems that my LAN port is not working . so i buy one USB to LAN adapter and i plug in ubuntu system its doen't connect automatically .when i check result lsusb its shows me that there is one DM9601 Ethernet adapter is connected when i click on network information in panel its shows me that there is something " wired NEtwork (Broadcom NetLink BCM5784M gigabit Ethernet PCIe) I think want some driver for that .i don't have any idea how it can be used ? here output of sudo lspci -nn *00:00.0 Host bridge [0600]: Intel Corporation Mobile 4 Series Chipset Memory Controller Hub [8086:2a40] (rev 07) 00:02.0 VGA compatible controller [0300]: Intel Corporation Mobile 4 Series Chipset Integrated Graphics Controller [8086:2a42] (rev 07) 00:02.1 Display controller [0380]: Intel Corporation Mobile 4 Series Chipset Integrated Graphics Controller [8086:2a43] (rev 07) 00:1a.0 USB Controller [0c03]: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #4 [8086:2937] (rev 03) 00:1a.1 USB Controller [0c03]: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #5 [8086:2938] (rev 03) 00:1a.7 USB Controller [0c03]: Intel Corporation 82801I (ICH9 Family) USB2 EHCI Controller #2 [8086:293c] (rev 03) 00:1b.0 Audio device [0403]: Intel Corporation 82801I (ICH9 Family) HD Audio Controller [8086:293e] (rev 03) 00:1c.0 PCI bridge [0604]: Intel Corporation 82801I (ICH9 Family) PCI Express Port 1 [8086:2940] (rev 03) 00:1c.1 PCI bridge [0604]: Intel Corporation 82801I (ICH9 Family) PCI Express Port 2 [8086:2942] (rev 03) 00:1c.2 PCI bridge [0604]: Intel Corporation 82801I (ICH9 Family) PCI Express Port 3 [8086:2944] (rev 03) 00:1c.4 PCI bridge [0604]: Intel Corporation 82801I (ICH9 Family) PCI Express Port 5 [8086:2948] (rev 03) 00:1d.0 USB Controller [0c03]: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #1 [8086:2934] (rev 03) 00:1d.1 USB Controller [0c03]: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #2 [8086:2935] (rev 03) 00:1d.2 USB Controller [0c03]: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #3 [8086:2936] (rev 03) 00:1d.3 USB Controller [0c03]: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #6 [8086:2939] (rev 03) 00:1d.7 USB Controller [0c03]: Intel Corporation 82801I (ICH9 Family) USB2 EHCI Controller #1 [8086:293a] (rev 03) 00:1e.0 PCI bridge [0604]: Intel Corporation 82801 Mobile PCI Bridge [8086:2448] (rev 93) 00:1f.0 ISA bridge [0601]: Intel Corporation ICH9M LPC Interface Controller [8086:2919] (rev 03) 00:1f.2 SATA controller [0106]: Intel Corporation ICH9M/M-E SATA AHCI Controller [8086:2929] (rev 03) 00:1f.3 SMBus [0c05]: Intel Corporation 82801I (ICH9 Family) SMBus Controller [8086:2930] (rev 03) 02:00.0 Ethernet controller [0200]: Broadcom Corporation NetLink BCM5784M Gigabit Ethernet PCIe [14e4:1698] (rev 10) 04:00.0 Network controller [0280]: Intel Corporation WiFi Link 5100 [8086:4232]* sudo lshw -class network *-network description: Ethernet interface product: NetLink BCM5784M Gigabit Ethernet PCIe vendor: Broadcom Corporation physical id: 0 bus info: pci@0000:02:00.0 logical name: eth0 version: 10 serial: 00:1f:16:9a:56:98 capacity: 1Gbit/s width: 64 bits clock: 33MHz capabilities: pm vpd msi pciexpress bus_master cap_list ethernet physical tp 10bt 10bt-fd 100bt 100bt-fd 1000bt 1000bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=tg3 driverversion=3.119 firmware=sb v2.19 latency=0 link=no multicast=yes port=twisted pair resources: irq:47 memory:f4500000-f450ffff *-network DISABLED description: Wireless interface product: WiFi Link 5100 vendor: Intel Corporation physical id: 0 bus info: pci@0000:04:00.0 logical name: wlan0 version: 00 serial: 00:22:fa:09:02:00 width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list ethernet physical wireless configuration: broadcast=yes driver=iwlagn driverversion=3.0.0-17-generic firmware=8.83.5.1 build 33692 latency=0 link=no multicast=yes wireless=IEEE 802.11abgn resources: irq:46 memory:f4600000-f4601fff *-network description: Ethernet interface physical id: 4 logical name: eth1 serial: 00:60:6e:00:f1:7d size: 100Mbit/s capacity: 100Mbit/s capabilities: ethernet physical tp mii 10bt 10bt-fd 100bt 100bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=dm9601 driverversion=22-Aug-2005 duplex=full firmware=Davicom DM9601 USB Ethernet ip=192.168.1.34 link=yes multicast=yes port=MII speed=100Mbit/s I am using Wimax internet connection which i have to connect from browser . at that time my system is not showing that i am connected to any wired connection. but when i connect internet from other system after getting conneted to internet . when i plug again my USB LAN then its shows that you are conneted to wired connetion. here is screenshot for conneting wimax from browser after connecting to internet network connection shows

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  • Passwords in the Password/Encryption Keys program

    - by Gaurav_Java
    I noticed that I have passwords in the Password/Encryption Keys program . It appears that anybody who walked up to my computer could go look at all my passwords without needing a master password. Did I do something wrong or is this the default behavior? And if so, why? and what if i lick my password is it get locked till i log out or for every time when i have 2to see password then i have to unlock keyrings . if then so how i protect my passwords from other . and why it is done so

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  • Cannot install any software from the Software Center due to ttf-mscorefonts-installer package error

    - by Dei
    When I try to install any software from ubuntu software center it comes with error: An unhandled error occured There seems to be a programming error in aptdaemon. This is the software that allows you to install/remove software and to perform other package management related tasks. details Traceback (most recent call last): File "/usr/lib/python2.7/dist-packages/aptdaemon/worker.py", line 961, in simulate trans.unauthenticated = self._simulate_helper(trans) File "/usr/lib/python2.7/dist-packages/aptdaemon/worker.py", line 1085, in _simulate_helper return depends, self._cache.required_download, \ File "/usr/lib/python2.7/dist-packages/apt/cache.py", line 226, in required_download pm.get_archives(fetcher, self._list, self._records) SystemError: E:I wasn't able to locate file for the ttf-mscorefonts-installer package. This might mean you need to manually fix this package. Please help me!

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  • How to prevent Network Manager from auto creating network connection profiles with "available to everyone" by default

    - by airtonix
    We have several laptops at work which use Ubuntu 11.10 64bit. I have our Wifi Access Point requiring WPA2-EAP Authentication (backed by a LDAP server). I have the staff using these laptops when doing presentations by using the Guest Account. So by default when you have a wifi card, network manager will display available Wireless Access Points. So the logical course of action for a Novice(tm) user is to single left click the easy to use option in the Network Manager drop down list... At this point the Staff Member (who is logged in with the guest account) expects to just be able to connect and enter any authentication details if required. But because they are using the Guest account, they won't ever have admin permissions (nor do I want them to), and so PolKit kicks in with a request for admin authorisation. I solved this part by modifying the PolKit permissions required to allow all users to create System Network Connections... However, because these Staff members are logging onto the Wifi Access Point with Ldap Credentials and because the Network Manager is now saving those credentials as a System Connection, their password is available for the next guest user session (because system connection profiles are stored in /etc/NetworkManager/system-connections.d/* ). It creates system connections by default because "Available to all users" is ticked by default when you quickly connect to a new wifi access point. I want Network Manager to not tick this by default. This way I can revert the changes I made to Polkit and users network connection profiles will be purged when they log out.

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  • How to install texlive2011?

    - by vrx
    I just moved from Windows to Ubuntu. Software Center in Ubuntu does have texlive2009 package. There is no straightforward installation process from TUG, or from Google search result. I found some installation of Texlive2010 but it does not work. Here are the step: download an texlive2011.iso, 2.3GB and save in local drive mount to a virtual drive install perl tk (ok) "sudo ./install-tl" does not work, "perl ./install-tl" shows pre-installation setting but it does not have the write access to /usr/local/textlive/2011/ Finally, I'm stuck Please guide me with a step by step tutorial or suggest any other solution beside typing in the black screen without knowing what is going on behind the Terminal.

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  • installing ubuntu 10.04 over top 11.04

    - by Alex
    im looking to install 10.04 over top the 11.04 partition, it wouldnt let. keeps giving me a "root file system not found" error ever time i manually select partition. (i have a win7 partition) 11.04 popped up after upgrade that my hardware isnt supported for unity. and i cant boot into it, hangs up on purple screen right after boot menu. if anyone can post a link to a how to guide or put it on here, would be great? im trying to take advantage of my nvidia geforce gt 120m (its a laptop) to play around with cuda/c++ programming!

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  • How to speed up file transfer to/from Ubuntu Server 11.10 (wifi)

    - by Alexander
    I've been searching AU & elsewhere for the last day and a half. Haven't found an answer so I joined AU to ask for help. I'm hoping someone can point me in the right direction. Ubuntu Server 11.10 Samba VSFTPD Windows 7 PC 2 MacBook Pro - Snow Leopard/Lion 1 iMac - Lion Wireless LAN using DLink DIR-655 Link Speed: 195 Mbit/s on Mac - 54Mbps on Windows ISP Connection: Cable - 20 down/3 up No Domain Controller. All machines are members of the same workgroup. No matter how I connect I can't get better than about 700K transfer rate up/down. Mac/PC, SMB/ftp, Domain Name/Local IP I've tried different user accounts and using different folders, different volumes on the server. Nothing seems to make a difference. 700K up/down. Period. Any suggestions would be greatly appreciated. Thanks, Alexander EDIT: Using sftp now and uploading seems to peak at 980k. After about 5 minutes into a 650MB file, downloading is at 1072k and climbing about 500b/s every ten seconds. If any of that matters... I was expecting a lot faster than 1Mb tx rate. Am I off base here? EDIT: From all I've read so far, perhaps the speed isn't that bad. I only installed Ubuntu out of boredom this past weekend. The trouble is, I like it. Guess it's time to ditch the wifi and run some Cat 5.

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  • How to downgrade from PHP 5.4 to 5.3

    - by Burning the Codeigniter
    Recently I upgraded PHP to 5.4, but it seems to be failing on me because APC isn't working with it, however this gave me no choice but to downgrade to 5.3, how can I do this? I executed apt-get remove php5 and apt-get purge php5 then I removed the 5.4 repo from apt-get then executed apt-get install php5, it says it was installing 5.3, and I restarted php-fastcgi and php5-fpm but when I run php -v it says 5.4. How can I downgrade from 5.4 to 5.3? My server is running Ubuntu 11.04.

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  • How can I merge the different keyboard indicators?

    - by Agmenor
    Presently I use two application indicators showing a keyboard: input methods (iBus) keyboard layout Is there a way to make them merge into one single indicator icon ? What I have in mind is the equivalent of the messaging menu (gathering all that is related to communications) or the sound menu (gathering all the controls for sound). If it is too complicated to merge the indicators, is the merge planned for an upcoming Ubuntu release? I am on Ubuntu 11.10 with Unity as my environment.

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  • Agile social media analysis and implementation

    - by blunders
    Are there any books/platforms for social media campaign planning and implementation that define a completely agile approach to engaging audiences on platforms such as Facebook, Linkedin, Twitter, etc? UPDATE: Posted a bounty on the question since the current answer is really not about agile approaches to social media campaign planning and implementation. UPDATE 2: The question is asking for an agile social media approach, or a social media platform that has agile social media approach baked-in. If the question was about an agile approach to software development, SCRUM would be the most likely answer (70% percent of agile software developers say they practice some from of SCRUM), and Pivotal Tracker might be one of many agile platforms suggested; as a generalization Pivotal Tracker might be called a project management platform. On the flip-side, suggesting just a social media platform might be the equivalent of suggesting a project management platform, and suggesting I see if SCRUM works on it. Problem is that if you haven't suggested an agile social media approach to try on this social media platform, then you haven't provided an answer to the question.

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  • Multiple fonts in a website

    - by Akito
    I have been creating a blog and now its almost done. I am thinking of adding fonts to it. I am curious if having more than 1 font in a website makes it look unprofessional? I understand that it is a personal opinion of a person how the site should look but my site is a blog so I want to consider how visitors might feel seeing multiple fonts on a website. Does it look standard? In short: How many fonts should one use so that readability does not get affected? Thanks in advance.

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  • How can I imitate interaction and movement in Diablo II?

    - by user422318
    I'm prototyping a simple browser-based game. It's played from a top down perspective on a 2d canvas. You left-click on a point on the map, and your character will begin walking to it. If you click on a different point on the map, then your character will begin walking to the new point. It's similar to Diablo II: http://www.youtube.com/watch?v=EvDKt-To6K0&feature=related How can I best imitate this movement system for a player? Ideas... Track current coords and target coords If target coords are exactly up, left, right, or down, then increment appropriate direction until you get there Implied else: target coords are in a quadrant. To make this movement look natural, character will have to move diagonally. For example, pretend the target is to the northeast. For each game frame, alternate incrementing current coordinates in the north and then east directions.

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  • C++ problem with assimp 3D model loader

    - by Brendan Webster
    In my game I have model loading functions for Assimp model loading library. I can load the model and render it, but the model displays incorrectly. The models load in as if they were using a seperate projection matrix. I have looked over my code over and over again, but I probably keep on missing the obvious reason why this is happening. Here is an image of my game: It's simply a 6 sided cube, but it's off big time! Here are my code snippets for rendering the cube to the screen: void C_MediaLoader::display(void) { float tmp; glTranslatef(0,0,0); // rotate it around the y axis glRotatef(angle,0.f,0.f,1.f); glColor4f(1,1,1,1); // scale the whole asset to fit into our view frustum tmp = scene_max.x-scene_min.x; tmp = aisgl_max(scene_max.y - scene_min.y,tmp); tmp = aisgl_max(scene_max.z - scene_min.z,tmp); tmp = (1.f / tmp); glScalef(tmp/5, tmp/5, tmp/5); // center the model //glTranslatef( -scene_center.x, -scene_center.y, -scene_center.z ); // if the display list has not been made yet, create a new one and // fill it with scene contents if(scene_list == 0) { scene_list = glGenLists(1); glNewList(scene_list, GL_COMPILE); // now begin at the root node of the imported data and traverse // the scenegraph by multiplying subsequent local transforms // together on GL's matrix stack. recursive_render(scene, scene->mRootNode); glEndList(); } glCallList(scene_list); } void C_MediaLoader::recursive_render (const struct aiScene *sc, const struct aiNode* nd) { unsigned int i; unsigned int n = 0, t; struct aiMatrix4x4 m = nd->mTransformation; // update transform aiTransposeMatrix4(&m); glPushMatrix(); glMultMatrixf((float*)&m); // draw all meshes assigned to this node for (; n < nd->mNumMeshes; ++n) { const struct aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]]; apply_material(sc->mMaterials[mesh->mMaterialIndex]); if(mesh->mNormals == NULL) { glDisable(GL_LIGHTING); } else { glEnable(GL_LIGHTING); } for (t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace* face = &mesh->mFaces[t]; GLenum face_mode; switch(face->mNumIndices) { case 1: face_mode = GL_POINTS; break; case 2: face_mode = GL_LINES; break; case 3: face_mode = GL_TRIANGLES; break; default: face_mode = GL_POLYGON; break; } glBegin(face_mode); for(i = 0; i < face->mNumIndices; i++) { int index = face->mIndices[i]; if(mesh->mColors[0] != NULL) glColor4fv((GLfloat*)&mesh->mColors[0][index]); if(mesh->mNormals != NULL) glNormal3fv(&mesh->mNormals[index].x); glVertex3fv(&mesh->mVertices[index].x); } glEnd(); } } // draw all children for (n = 0; n < nd->mNumChildren; ++n) { recursive_render(sc, nd->mChildren[n]); } glPopMatrix(); } Sorry there is so much code to look through, but I really cannot find the problem, and I would love to have help.

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  • How to pause and resume a game in XNA using the same key?

    - by user13095
    I'm attempting to implement a really simple game state system, this is my first game - trying to make a Tetris clone. I'd consider myself a novice programmer at best. I've been testing it out by drawing different textures to the screen depending on the current state. The 'Not Playing' state seems to work fine, I press Space and it changes to 'Playing', but when I press 'P' to pause or resume the game nothing happens. I tried checking current and previous keyboard states thinking it was happening to fast for me to see, but again nothing seemed to happen. If I change either the pause or resume, so they're both different, it works as intended. I'm clearly missing something obvious, or completely lacking some know-how in regards to how update and/or the keyboard states work. Here's what I have in my Update method at the moment: protected override void Update(GameTime gameTime) { KeyboardState CurrentKeyboardState = Keyboard.GetState(); // Allows the game to exit if (CurrentKeyboardState.IsKeyDown(Keys.Escape)) this.Exit(); // TODO: Add your update logic here if (CurrentGameState == GameStates.NotPlaying) { if (CurrentKeyboardState.IsKeyDown(Keys.Space)) CurrentGameState = GameStates.Playing; } if (CurrentGameState == GameStates.Playing) { if (CurrentKeyboardState.IsKeyDown(Keys.P)) CurrentGameState = GameStates.Paused; } if (CurrentGameState == GameStates.Paused) { if (CurrentKeyboardState.IsKeyDown(Keys.P)) CurrentGameState = GameStates.Playing; } base.Update(gameTime); }

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  • OpenGLES 2.0 gluunProject

    - by secheung
    I've spent more time than i should trying to get my ray picking program working. I'm pretty convinced my math is solid with respect to line plane intersection, but I believe the problem lies with the changing of the mouse screen touch into 3D world space. Heres my code public void passTouchEvents(MotionEvent e){ int[] viewport = {0,0,viewportWidth,viewportHeight}; float x = e.getX(), y = viewportHeight - e.getY(); float[] pos1 = new float[4]; float[] pos2 = new float[4]; GLU.gluUnProject( x, y, 0.0f, mViewMatrix, 0, mProjectionMatrix, 0, viewport, 0, pos1, 0); GLU.gluUnProject( x, y, 1.0f, mViewMatrix, 0, mProjectionMatrix, 0, viewport, 0, pos2, 0); } Just as a reference I've tried transforming the coordinates 0,0,0 and got an offset. It would be appreciated if you would answer using opengl es 2.0 code. Thanks

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  • C++ and SDL resource management for 2D game

    - by KuruptedMagi
    My first question is about stateManagers. I do not use the singleton pattern (read many random posts with various reasons not to use it), I have gameStateManager which runs the pointer cCurrentGameState-render(), etc. I want to make a transitioning game, this engine should ideally cover both a platformer and a bird's eye RPG (with some recoding, I just mean the base engine), both of which will load different levels and events, such as world map, dungeon, shops, etc. So I then thought, rather then having to store all this data within all the states, I would break the engine into gameStates, and playStates... when gameState reaches gameStatePlay(), gameStatePlay simply runs the usual handleInput, logic, and render for the playStates, just as the low level gameStateManager does. This lets me store all the player data within the base playstate class without storing useless data in the gameStates. Now I have added a seperate mapEditor, which uses editorStates from gameStateEditor. Is this too much usage of the gameState concept? It seems to work pretty well for me, so I was wondering if I am too far off a common implementation of this. My second question is on image resources. I have my sprite class with nothing but static members, mainly loadImage, applySurface, and my screen pointer. I also have a map pairing imageName enums with actual SDL_Surface pointers, and one pairing clipNumber enums with a wrapper class for a vector of clips, so that each reference in the map can have different amounts of clips with different sizes. I thought it would be better to store all these images, and screen within one static body, since 20 different goblins all use the same sprite sheet, and all need to print to the same screen, and of course, this way I do not need to pass my screen reference to every little entity. The imageMap seems to work very well, I can even add the ability to search through the map at creation of entity type to see if a particular image at creation, creating if it doesnt exist, and destroying the image if the last entity that needs it was just destroyed. The vectored clip map however, seems to take too long to initialize, so if i run past the state that initializes them to fast, the game crashes <. Plus, the clip map call is half of this line =P SPRITE::applySurface( cEditorMap.cTiles[x][y].iX, cEditorMap.cTiles[x][y].iY, SPRITE::mImages[ IMAGE_TILEMAP ], SPRITE::screen, SPRITE::mImageClips[IMAGE_TILEMAP]->clips.at( cEditorMap.cTiles[x][y].iTileType ) ); Again, do I have the right idea? I like the imageMap, but am I better off with each entity storing its own clips? My last question is about collision detection. I only grasp the basics, will look at per-pixel and circular soon, but how can I determine which side the collision comes from with just the basic square collision detection, I tried breaking each entity into 4 collision zones, but that just gave me problems with walking through walls and the like <. Also, is per-pixel color collision a good way to decide what collision just occured, or is checking multiple colors for multiple entities too taxing each cycle?

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  • XNA 2D Board game - trouble with the cursor

    - by Adorjan
    I just have started making a simple 2D board game using XNA, but I got stuck at the movement of the cursor. This is my problem: I have a 10x10 table on with I should use a cursor to navigate. I simply made that table with the spriteBatch.Draw() function because I couldn't do it on another way. So here is what I did with the cursor: public override void LoadContent() { ... mutato.Position = new Vector2(X, Y); //X=103, Y=107; mutato.Sebesseg = 45; ... mutato.Initialize(content.Load<Texture2D>("cursor"),mutato.Position,mutato.Sebesseg); ... } public override void HandleInput(InputState input) { if (input == null) throw new ArgumentNullException("input"); // Look up inputs for the active player profile. int playerIndex = (int)ControllingPlayer.Value; KeyboardState keyboardState = input.CurrentKeyboardStates[playerIndex]; if (input.IsPauseGame(ControllingPlayer) || gamePadDisconnected) { ScreenManager.AddScreen(new PauseMenuScreen(), ControllingPlayer); } else { // Otherwise move the player position. if (keyboardState.IsKeyDown(Keys.Down)) { Y = (int)mutato.Position.Y + mutato.Move; } if (keyboardState.IsKeyDown(Keys.Up)) { Y = (int)mutato.Position.Y - mutato.Move; } if (keyboardState.IsKeyDown(Keys.Left)) { X = (int)mutato.Position.X - mutato.Move; } if (keyboardState.IsKeyDown(Keys.Right)) { X = (int)mutato.Position.X + mutato.Move; } } } public override void Draw(GameTime gameTime) { mutato.Draw(spriteBatch); } Here's the cursor's (mutato) class: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace Battleship.Components { class Cursor { public Texture2D Cursortexture; public Vector2 Position; public int Move; public void Initialize(Texture2D texture, Vector2 position,int move) { Cursortexture = texture; Position = position; Move = move; } public void Update() { } public void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw(Cursortexture, Position, Color.White); } } } And here is a part of the InputState class where I think I should change something: public bool IsNewKeyPress(Keys key, PlayerIndex? controllingPlayer, out PlayerIndex playerIndex) { if (controllingPlayer.HasValue) { // Read input from the specified player. playerIndex = controllingPlayer.Value; int i = (int)playerIndex; return (CurrentKeyboardStates[i].IsKeyDown(key) && LastKeyboardStates[i].IsKeyUp(key)); } } If I leave the movement operation like this it doesn't have any sense: X = (int)mutato.Position.X - mutato.Move; However if I modify it to this: X = (int)mutato.Position.X--; it moves smoothly. Instead of this I need to move the cursor by fields (45 pixels), but I don't have any idea how to manage it.

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  • Ideas for extending tic-tac-toe game?

    - by pimvdb
    I'm building a 3D tic-tac-toe game and this is what I've implemented so far: 3D renderer with texture mapping Playing against the computer Playing online (multiplayer) Now I'm a little lost what I could add. Obviously, tic-tac-toe isn't that exciting or advanced, but I just miss something to salt it a little bit. Therefore, could anyone please suggest some ideas that would be worth implementing? Thanks!

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