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  • JSR Updates and Inactive JSRs

    - by heathervc
     The following JSRs have made progress in the JCP program this week: JSR 342, Java Platform, Enterprise Edition 7 (Java EE 7) Specification, has posted an Early Draft 2 Review.  This review closes 30 November. JSR 338, Java Persistence 2.1, has posted an Early Draft 2 Review.  This review closes 30 November.  JSR 346, Contexts and Dependency Injection for Java, EE 1.1, has posted a Public Review.  This review closes 3 December.  JSR 352, Batch Applications for the Java Platform, has posted a Public Review.  This review closes 3 December. Inactive JSRs: In 2008, we initiated an effort to identify JSRs that had not continued to make progress in the JCP program.  We have reported on this topic since that time at JCP Executive Committee Meetings. The term 'Inactive JSRs' was introduced, and a process was developed with the guidance of the EC to reduce the number of Inactive JSRs  (reduced from over 60 to 2 JSRs) through either moving to the next JSR stage or being Withdrawn or declared Dormant.  This process has been formalized in JCP 2.8 and above, with the introduction of JSR deadlines.  The JSRs which were put to a Dormancy Ballot in September 2012  have been approved by the EC and are now declared Dormant.  You can view the results of the JSR Voting on JCP.org.  The latest Inactive JSRs report is available as part of the September 2012 JCP EC Face-to-Face Meeting Materials. 

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  • How to slow down a sprite that updates every frame?

    - by xiaohouzi79
    I am going through a Allegro 5 tutorial which has a game loop. There is also a variable "active" which determines if a key is being held down. Thus if the left key is being held down active is on and it begins looping through the row on the sprite sheet that corresponds to moving left. The problem is that this logic is checked everytime the loop is performed thus at approximately 60 fps the three images that are used to do the left walking animation cycle round super fast which means my character looks like it is in a rush. Total beginner question: so what is the correct way to slow down the transition between sprites so that the walking looks like it is done at a moderate pace. Here is the code used to transition across the sprite between the three different phases of the person walking: if (active) { sourceX += al_get_bitmap_width(player) / 3; } else { sourceX = 32; } if (sourceX >= al_get_bitmap_width(player)) { sourceX = 0; } I can kind of guess what it should be in plain English: update sourceX only every certain part of a second but I can't think of how to put this into code.

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  • How to improve batching performance

    - by user4241
    Hello, I am developing a sprite based 2D game for mobile platform(s) and I'm using OpenGL (well, actually Irrlicht) to render graphics. First I implemented sprite rendering in a simple way: every game object is rendered as a quad with its own GPU draw call, meaning that if I had 200 game objects, I made 200 draw calls per frame. Of course this was a bad choice and my game was completely CPU bound because there is a little CPU overhead assosiacted in every GPU draw call. GPU stayed idle most of the time. Now, I thought I could improve performance by collecting objects into large batches and rendering these batches with only a few draw calls. I implemented batching (so that every game object sharing the same texture is rendered in same batch) and thought that my problems are gone... only to find out that my frame rate was even lower than before. Why? Well, I have 200 (or more) game objects, and they are updated 60 times per second. Every frame I have to recalculate new position (translation and rotation) for vertices in CPU (GPU on mobile platforms does not support instancing so I can't do it there), and doing this calculation 48000 per second (200*60*4 since every sprite has 4 vertices) simply seems to be too slow. What I could do to improve performance? All game objects are moving/rotating (almost) every frame so I really have to recalculate vertex positions. Only optimization that I could think of is a look-up table for rotations so that I wouldn't have to calculate them. Would point sprites help? Any nasty hacks? Anything else? Thanks.

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  • Java Spotlight Episode 89: Geoff Morton on Java Embedded

    - by Roger Brinkley
    Interview with Geoff Morton, Group Vice President, Worldwide Java Sales at Oracle , on Java embedded. Joining us this week on the Java All Star Developer Panel are Dalibor Topic, Java Free and Open Source Software Ambassador and Arun Gupta, Java EE Guy. Right-click or Control-click to download this MP3 file. You can also subscribe to the Java Spotlight Podcast Feed to get the latest podcast automatically. If you use iTunes you can open iTunes and subscribe with this link:  Java Spotlight Podcast in iTunes. Show Notes News EclipseLink 2.4 Hands-on FREE GlassFish Course NetBeans IDE 7.2 RC1 Hamish Morrison: OpenJDK Haiku port: quarter term report Proposed Update to the OpenJDK Web Site Terms of Use JavaOne Embedded Oracle Java ME Embedded Client (OJEC) 1.1 release on OTN New Videos Understanding the JVM and Low Latency Applications 55 New Things in Java 7 - Concurrency Events July 5, Java Forum, Stuttgart, Germany Jul 12, Java EE 6 workshop at Mindtree, Bangalore Jul 13-14, IndicThreads, Delhi July 30-August 1, JVM Language Summit, Santa Clara Feature InterviewGeoff Morton is the Group Vice President, Worldwide Java Sales at Oracle. Mail Bag What’s Cool Duke’s Choice Awards decision is going on Java Champions Facebook Page Joe Darcy: Moving monarchs and dragons: migrating the JDK bugs to JIRA Mike Duigou: Updated Lambda Binary Drops Mark Reinhold: Mercurial "jcheck" extension now available

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  • Getting into driver development for linux [closed]

    - by user1103966
    Right now, I've been learning about writing device-drivers for linux 3.2 kernel for about 2 months. So far I have been able program simple char drivers that only read and write to a fictitious dev structure like a file, but now I'm moving to more advance concepts. The new material I've learned about includes I/O port manipulation, memory management, and interrupts. I feel that I have a basic understanding of overall driver operation but, there is still so much that I don't know. My question is this, given that I have the basic theory of how to write a dev-driver for a piece of hardware ... how long would it take to actually develop the skills of writing actual software that companies would want to employ? I plan on getting involved in an open-source project and building a portfolio. Also what type of beginner drivers could I write for hardware that would best help me develop my skills? I was thinking that taking on a project where I design my own key logger would easy and a good assignment to help me understand how IO ports and interrupts are used. I may want to eventually specialize in writing software for video cards or network devices though these devices seem beyond my understanding at the moment. Thanks for any help

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  • PeopleSoft Mobile Expenses and Mobile Approvals now available in FSCM 9.1

    - by Howard Shaw
    Oracle is pleased to announce the release of two new applications, PeopleSoft Mobile Expenses and PeopleSoft Mobile Approvals, which are now generally available in PeopleSoft FSCM 9.1. These are the first two of many upcoming applications designed and built to cater directly to the mobile workforce by providing user-friendly access to key business functions on a smartphone or tablet. Enter and Submit Expenses Anytime, Anywhere PeopleSoft Mobile Expenses provides the ability to enter employee expense reports quickly and easily, for busy travelers on the go. The contemporary, streamlined user interface is optimized for mobile devices (that support HTML 5), such as tablets or smartphones, and provides a simple-to-use tool for capturing expenses as they are being incurred, submitting expense reports while waiting at the airport, approving your employees’ expense reports, and more. And since it is part of the PeopleSoft Mobile Applications suite, you don’t have to wait until you return home or to the office, which can lead to improved efficiencies. The user interface and gesture actions (for example, swipe, touch, and so on) will be immediately familiar to mobile device users, and is specifically targeted to keep the experience as streamlined as possible for just the tasks you need to get to while on the go. In addition, PeopleSoft Mobile Expenses leverages all of the powerful expense policy compliance tools delivered by PeopleSoft Expenses, contributing to reduced spend and increased efficiency throughout your organization. PeopleSoft Mobile Expenses is integrated directly with PeopleSoft Mobile Approvals, so managers can quickly approve submitted expense reports in addition to entering or reviewing their own expenses. Manage Approvals Anytime, Anywhere PeopleSoft Mobile Approvals improves productivity and keeps business moving forward when your users are on the go without comprising business imperatives and operational policies. This innovative solution is delivered using the latest HTML 5 technology to allow customers to manage their critical tasks anytime through any device. PeopleSoft Approvals enables your users to approve transactions through the desktop, smart phones or tablet devices. This will speed up the approval process thus avoiding potential late payment penalties and supports early payment discounts for invoices. For more information, please watch the Video Feature Overviews (VFO) available on YouTube (links below) or contact your application sales representative. PeopleSoft Mobile ExpensesPeopleSoft Mobile Approvals The PeopleSoft Mobile Applications 9.1 documentation update for Bundle 23 is available under MOS Document ID 1495035.1.

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  • ASP.NET hosting: better, faster, cheaper

    - by Fabrice Marguerie
    After seven years with webhost4life, it was time to move on. Especially because of all the troubles with webhost4life due to their internal migration to a new hosting environment (the company has been bought out).I've just moved all my websites elsewhere. I'm now using Arvixe and OrcsWeb.I use OrcsWeb for metaSapiens.com. OrcsWeb kindly offers me free ASP.NET hosting because I'm a Microsoft MVP. I'd like to publicly thank OrcsWeb for this, and I invite you to have a look at what they have to offer.I use Arvixe for all my other websites, the major ones being SharpToolbox.com, JavaToolbox.com, AxToolbox.com, Proagora.com, LinqInAction.net, ClairDeBulle.com, and madgeek.com.Moving all my websites wasn't a walk in the park, but it was well worth it. Let's consider what I get with Arvixe:Unlimited diskspaceUnlimited data transferUnlimited domainsDedicated application poolsUnlimited POP3 and IMAP mailboxesUnlimited SQL Server 2008 databasesUnlimited MySQL 5 databases.NET 1.1, 2, 3.5 and 4Full trustIIS 7Daily backups A powerful and easy to use control panelAnd more!All of this for $8 per month. If you don't need all of the above features, you can even get an offer as cheap as $5 per month.You can even get better rates if you use coupon codes, such as TOPHOST (30% discount) or MVCHOSTING (20% discount).All in all, I paid only $134 for two years for a great hosting service!Maybe it's time for you to move too?Disclaimer: the links to OrcsWeb and Arvixe are affiliate links that may bring me some money home if you sign up.

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  • Fixed JavaScript Warning - Pin to Top of Page Using CSS Position [migrated]

    - by nicorellius
    I am new to this site, but it seems like the right place to ask this question. I am working on a noscript chunk of code whereby I do some stuff that includes a <p> at the top of the page that alerts the users that he/she has JavaScript disabled. The end result should look like the Stack Exchange sites when JavaScript is disabled (here is a screenshot of mine - SE looks similar except it is at the very top of the page): I have it working OK, but I would love it if the red bar stayed fixed along the top, upon scrolling. I tried using the position: fixed; method, but it ends up moving the p element and I can't get it to look exactly the same as it does without the position: fixed; modification. I tried fiddling with CSS top and left and other positioning but it doesn't ever look like I want it to. Here is a CSS snippett: <noscript> <style type="text/css"> p. noscript_warning { position: fixed; } </noscript>

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  • Panning with the OpenGL Camera / View Matrix

    - by Pris
    I'm gonna try this again I've been trying to setup a simple camera class with OpenGL but I'm completely lost and I've made zero progress creating anything useful. I'm using modern OpenGL and the glm library for matrix math. To get the most basic thing I can think of down, I'd like to pan an arbitrarily positioned camera around. That means move it along its own Up and Side axes. Here's a picture of a randomly positioned camera looking at an object: It should be clear what the Up (Green) and Side (Red) vectors on the camera are. Even though the picture shows otherwise, assume that the Model matrix is just the identity matrix. Here's what I do to try and get it to work: Step 1: Create my View/Camera matrix (going to refer to it as the View matrix from now on) using glm::lookAt(). Step 2: Capture mouse X and Y positions. Step 3: Create a translation matrix mapping changes in the X mouse position to the camera's Side vector, and mapping changes in the Y mouse position to the camera's Up vector. I get the Side vector from the first column of the View matrix. I get the Up vector from the second column of the View matrix. Step 4: Apply the translation: viewMatrix = glm::translate(viewMatrix,translationVector); But this doesn't work. I see that the mouse movement is mapped to some kind of perpendicular axes, but they're definitely not moving as you'd expect with respect to the camera. Could someone please explain what I'm doing wrong and point me in the right direction with this camera stuff?

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  • Approaches to timed puzzle elements

    - by ndg
    I'm working on a side scrolling game that has a number of timed puzzle elements. As a simple example: I have a number of moving platforms that have been setup to transition in a pattern. Ideally I'd like to ensure that as the player first approaches them, they are in an ideal state -- whereby the player can witness the full transition and more experienced players (i.e: speedrunners) can complete the puzzle immediately without having to wait for the current transition to complete. The issue here, in a nutshell, is that because these platforms begin transitioning at the start of the level, it's impossible to correctly calculate when the player is likely to stumble upon them. I've done a fair bit of Googling but haven't managed to turn up any decent resources with regards to solving a problem like this. The obvious solution is to only begin updating the objects when the player (or more likely: the camera) first encounters them. But this becomes difficult when you consider more complicated situations. It seems like potentially the easiest way of handling this is to have an invisible trigger volume that will tell any puzzle elements located inside of it that the player has 'arrived' upon first colliding with the player. But this would mean I'd have to logically group puzzle elements, which could become fairly messy in a hurry. Take, for instance, a puzzle that appears to the right of the screen. It may take the player a number of seconds to reach it. It would look strange if the elements involved were to remain stationary. But by the time the player arrives, it's likely things will be 'out of sync'. I wanted to post here in the hopes that others know of, or have implemented, a decent solution to this problem?

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  • How to Handle frame rates and synchronizing screen repaints

    - by David Kroukamp
    I would first off say sorry if the title is worded incorrectly. Okay now let me give the scenario I'm creating a 2 player fighting game, An average battle will include a Map (moving/still) and 2 characters (which are rendered by redrawing a varying amount of sprites one after the other). Now at the moment I have a single game loop limiting me to a set number of frames per second (using Java): Timer timer = new Timer(0, new AbstractAction() { @Override public void actionPerformed(ActionEvent e) { long beginTime; //The time when the cycle begun long timeDiff; //The time it took for the cycle to execute int sleepTime; //ms to sleep (< 0 if we're behind) int fps = 1000 / 40; beginTime = System.nanoTime() / 1000000; //execute loop to update check collisions and draw gameLoop(); //Calculate how long did the cycle take timeDiff = System.nanoTime() / 1000000 - beginTime; //Calculate sleep time sleepTime = fps - (int) (timeDiff); if (sleepTime > 0) {//If sleepTime > 0 we're OK ((Timer)e.getSource()).setDelay(sleepTime); } } }); timer.start(); in gameLoop() characters are drawn to the screen ( a character holds an array of images which consists of their current sprites) every gameLoop() call will change the characters current sprite to the next and loop if the end is reached. But as you can imagine if a sprite is only 3 images in length than calling gameLoop() 40 times will cause the characters movement to be drawn 40/3=13 times. This causes a few minor anomilies in the sprited for some charcters So my question is how would I go about delivering a set amount of frames per second in when I have 2 characters on screen with varying amount of sprites?

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  • Back up a single table in SQL Server

    - by BuckWoody
    SQL Server doesn’t have an easy way to take a table backup, so I often use the bcp (Bulk Copy Program) to accomplish the same goal. I’ve mentioned this before, and someone told me when they tried it they couldn’t restore the table – ah the dangers of telling people half the information! I should have mentioned that you need to have a “format file” ready if the table does not exist at the destination. In my case I already had the table, in this person’s case they did not. The format file can be used to rebuild that table structure before the data is bcp’d in, and you can read more about it here: http://msdn.microsoft.com/en-us/library/ms191516.aspx There’s another way to back up a table, and that’s to create a Filegroup and place the table there. Then you can take a Filegroup backup to back up a single table. Of course, there are other methods of moving a single table’s data in an out, including SQL Server Integration Services and even the older Data Transformation Services, or simply by using hte SQLCMD or PowerShell utilities to run a query and just save the output to a file. In fact, these days I’m using a PowerShell script to build INSERT statements from that query. That could also easily be modified to create the table structure (or modify one if needed) quite easily. Share this post: email it! | bookmark it! | digg it! | reddit! | kick it! | live it!

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  • Is this kind of design - a class for Operations On Object - correct?

    - by Mithir
    In our system we have many complex operations which involve many validations and DB activities. One of the main Business functionality could have been designed better. In short, there were no separation of layers, and the code would only work from the scenario in which it was first designed at, and now there were more scenarios (like requests from an API or from other devices) So I had to redesign. I found myself moving all the DB code to objects which acts like Business to DB objects, and I've put all the business logic in an Operator kind of a class, which I've implemented like this: First, I created an object which will hold all the information needed for the operation let's call it InformationObject. Then I created an OperatorObject which will take the InformationObject as a parameter and act on it. The OperatorObject should activate different objects and validate or check for existence or any scenario in which the business logic is compromised and then make the operation according to the information on the InformationObject. So my question is - Is this kind of implementation correct? PS, this Operator only works on a single Business-wise Operation.

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  • Re-post: Two JavaFX Community Rock Stars Join Oracle

    - by oracletechnet
    from Sharat Chander, Director - Java Technology Outreach: These past 24+ months have proved momentous for Oracle's stewardship of Java. A little over 2 years ago when Oracle completed its acquisition of Sun, a lot of community speculation arose regarding Oracle's Java commitment. Whether the fears and concerns were legitimate or not, the only way to emphatically demonstrate Oracle's seriousness with moving Java forward was through positive action. In 2010, Oracle committed to putting Java back on schedule whereby large gaps between release trains would be a thing of the past. And in 2011, that promise came true. With the 2011 summer release of JDK 7, the Java ecosystem now had a version brought up to date. And then in the fall of 2011, JavaFX 2.0 righted the JavaFX ship making rich internet applications a reality. Similar progress between Oracle and the Java community continues to blossom. New-found relationship investments between Oracle and Java User Groups are taking root. Greater participation and content execution by the Java community in JavaOne is steadily increasing. The road ahead is lit with bright lights and opportunities. And now there's more good news to share. As of April 2nd, two recognized JavaFX technology luminaries and "rock stars" speakers from the Java community are joining Oracle on a new journey. We're proud to have both Jim Weaver and Stephen Chin joining Oracle's Java Evangelist Team. You'll start to see them involved in many community facing activities where their JavaFX expertise and passion will shine. Stay tuned! Welcome @JavaFXpert and @SteveonJava!

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  • Rotating object along bezier curve: not rotating enough?

    - by Paul
    I tried to follow the instructions from the threads on the forum (Cocos2d rotating sprite while moving with CCBezierBy) with Unity, in order to rotate my object as it moves along a bezier curve. But it does not rotate enough, the angle is too low, it goes up to 6 instead of 90 for example, as you can see on this image (the y eulerAngle is at 6, I would expect it to be around 90 with this curve) : Would you know why it does this? And how to make the rotation toward the next point? Here is the code (in c# with Unity) : (I am comparing x and z to get the angle, and adding the angle to eulerAngles.y so that it rotates around the y axis) void Update () { if ( Input.GetKey("d") ) start = true; if ( start ){ myTime = Time.time; start = false; } float theTime = (Time.time - myTime) *0.5f; if ( theTime < 1 ) { car.position = Spline.Interp( myArray, theTime );//creates the bezier curve counterBezier += Time.deltaTime; //compare 2 positions after 0.1f if ( counterBezier > 0.1f ){ counterBezier = 0; cbDone = false; newpos = car.position; float angle = Mathf.Atan2(newpos.z - oldpos.z, newpos.x - oldpos.x); angle += car.eulerAngles.y; car.eulerAngles = new Vector3(0,angle,0); } else if ( counterBezier > 0 && !cbDone ){ oldpos = car.position; cbDone = true; } Thanks

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  • How can I better implement A star algorithm with a very large set of nodes?

    - by Stephen
    I'm making a game with nodejs in which many enemies must converge on the player as the player moves around a relatively open space (right now it is an open field with few obstacles, but eventually there may be some small buildings in the field with 1 or 2 rooms). It's a multiplayer game using websockets, so the server needs to keep track of enemies and players. I found this javascript A* library which I've modified to be used on the server as a nodejs module. The library utilizes a Binary Heap to track the nodes for the algorithm, so it should be pretty fast (and indeed, with a small grid, say 100x100 it is lightning fast). The problem is that my game is not really tile-based. As the player moves around the map, he is moving on a more or less 1-to-1 per-pixel coordinate system (the player can move in 8 directions, 1 or 2 pixels at a time). In preliminary tests, on an 800x600 field, the path-finding can take anywhere from 400 to 1000 ms. Multiply that by 10 enemies and the game starts to get pretty choppy. I have already set it up so that each enemy will only do a path-finding call once per second or even as slow as once every 2 seconds (they have to keep updating their path because the players can move freely). But even with this long interval, there are noticeable lag spikes or chops every couple of seconds as the enemies update their paths. I'm willing to approach the problem of path-finding differently, if there's another option. I'm assuming that the real problem is the enormous grid (800x600). It also occurs to me that maybe the large arrays are to blame, as I've read that V8 has trouble with large arrays.

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  • Red Dot Scope Makes Sighting In Long Lenses a Snap

    - by Jason Fitzpatrick
    If you’ve ever used a high power lens, you know how tricky it can be to sight a distant subject as the field of view through the lens is so tiny. This hack takes care of that problem by using a zero-magnification red dot rifle scope. Chris Malcolm enjoys photographing birds and other wildlife with high power lenses. The problem, when shooting with huge 500mm lens and other high power lenses, is that they’re practically telescopes and acquiring a fast moving target like a bird using a through-the-lens technique is very tricky. Malcolm’s solution hinges on mounting a zero-magnification red dot rifle scope in parallel with the lens. His mock up is a bit unpolished (although we can understand not wanting to run out and buy a brand new black scope just for the experiment) but works great to get him on target. Hit up the link below to read more about his build, how be created the rail mount for the scope, and why he opted to mount it to the barrel of the lens and not the hot shoe mount on the camera. 500mm Reflex Lens with Red Dot Sight [via DIY Photography] Make Your Own Windows 8 Start Button with Zero Memory Usage Reader Request: How To Repair Blurry Photos HTG Explains: What Can You Find in an Email Header?

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  • How to create water like in new super mario bros?

    - by user1103457
    I assume the water in New super mario bros works the same as in the first part of this tutorial: http://gamedev.tutsplus.com/tutorials/implementation/make-a-splash-with-2d-water-effects/ But in new super mario bros the water also has constant waves on the surface, and the splashes look very different. What's also a difference is that in the tutorial, if you create a splash, it first creates a deep "hole" in the water at the origin of the splash. In new super mario bros this hole is absent or much smaller. When I refer to the splashes in new super mario bros I am referring to the splashes that the player creates when jumping in and out of the water. For reference you could use this video: http://www.ign.com/videos/2012/11/17/new-super-mario-bros-u-3-star-coin-walkthrough-sparkling-waters-1-waterspout-beach just after 00:50, when the camera isn't moving you can get a good look at the water and the constant waves. there are also some good examples of the splashes during that time. How do they create the constant waves and the splashes? I am programming in XNA. (I have tried this myself but couldn't really get it all to work well together) (and as bonus questions: how do they create the light spots just under the surface of the waves, and how do they texture the deeper parts of the water? This is the first time I try to create water like this.)

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  • How to Generate Spritesheet from a 'problematic' animated Symbol in Flash Pro CS6?

    - by Arthur Wulf White
    In the new Flash Pro CS6 there is an option to generate spriteheet from a symbol. I used these tutorials: http://www.adobe.com/devnet/flash/articles/using-sprite-sheet-generator.html http://tv.adobe.com/watch/cs6-creative-cloud-feature-tour-for-web/generating-sprite-sheets-using-flash-professional-cs6/ And it works really well! An artist I'm working with created a bunch of assets for a game. One of them is a walking person as seen from a top-down view. You can find the .fla here: https://docs.google.com/folder/d/0B3L2bumwc4onRGhLcGNId1p2Szg/edit (If this does not work let me know, it is the first time I used Google Drive to share files) 1 .When I press ctrl+enter I can see it is moving. When I look for the animation, I do not seem to find it. When I select to create a spritesheet, flash suggest creating a spritesheet with one frame in the base pose and no other (animation) frames. What is causing this and how do I correct it? 2 .I want to convert it to a sprite sheet for 32 angles of movement. Is there any magical easy way to get this done? Is there a workaround without using Flash CS6 to do the same thing?

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  • How can I move along an angled collision at a constant speed?

    - by Raven Dreamer
    I have, for all intents and purposes, a Triangle class that objects in my scene can collide with (In actuality, the right side of a parallelogram). My collision detection and resolution code works fine for the purposes of preventing a gameobject from entering into the space of the Triangle, instead directing the movement along the edge. The trouble is, the maximum speed along the x and y axis is not equivalent in my game, and moving along the Y axis (up or down) should take twice as long as an equivalent distance along the X axis (left or right). Unfortunately, these speeds apply to the collision resolution too, and movement along the blue path above progresses twice as fast. What can I do in my collision resolution to make sure that the speedlimit for Y axis movement is obeyed in the latter case? Collision Resolution for this case below (vecInput and velocity are the position and velocity vectors of the game object): // y = mx+c lowY = 2*vecInput.x + parag.rightYIntercept ; ... else { // y = mx+c // vecInput.y = 2(x) + RightYIntercept // (vecInput.y - RightYIntercept) / 2 = x; //if velocity.Y (positive) greater than velocity.X (negative) //pushing from bottom, so push right. if(velocity.y > -1*velocity.x) { vecInput = new Vector2((vecInput.y - parag.rightYIntercept)/2, vecInput.y); Debug.Log("adjusted rightwards"); } else { vecInput = new Vector2( vecInput.x, lowY); Debug.Log("adjusted downwards"); } }

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  • Can the csv format be defined by a regex?

    - by Spencer Rathbun
    A colleague and I have recently argued over whether a pure regex is capable of fully encapsulating the csv format, such that it is capable of parsing all files with any given escape char, quote char, and separator char. The regex need not be capable of changing these chars after creation, but it must not fail on any other edge case. I have argued that this is impossible for just a tokenizer. The only regex that might be able to do this is a very complex PCRE style that moves beyond just tokenizing. I am looking for something along the lines of: ... the csv format is a context free grammar and as such, it is impossible to parse with regex alone ... Or am I wrong? Is it possible to parse csv with just a POSIX regex? For example, if both the escape char and the quote char are ", then these two lines are valid csv: """this is a test.""","" "and he said,""What will be, will be."", to which I replied, ""Surely not!""","moving on to the next field here..."

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  • Free Oracle Special Edition eBooks - Cloud Architecture & Enterprise Cloud

    - by Thanos
    Cloud computing can improve your business agility, lower operating costs, and speed innovation. The key to making it work is the architecture. Learn how to define your architectural requirements and get started on your path to cloud computing with the free oracle special edition e-book, Cloud Architecture for Dummies.   Topics covered in this quick reference guide include: Cloud architecture principles and guidelines Scoping your project and choosing your deployment model Moving toward implementation with vertically integrated engineered systems Learn how to architect and model your cloud implementation to drive efficiency and leverage economies of scale. For more information, visit oracle.com/cloud and our cloud services at cloud.oracle.com Specifically Infrastructure as a Service (IaaS) is critical to the success of many enterprises. Want to build a private Cloud infrastructure and cut down IT costs? Learn more about Oracle's highly integrated infrastructure software and hardware to help you architect and deploy a cloud infrastructure that is optimized for the needs of your enterprise from day one. Download the free e-book of Enterprise Cloud Infrastructure for Dummies to: Realize the benefits of consolidation with the added cloud capabilities Simplify deployments and reduce risks with tested and proven guidelines Achieve up to 50% lower TCO than comparable multi-vendor alternatives Choosing the right infrastructure technologies is essential to capitalizing on the benefits of cloud computing. Oracle Optimized Solution for Enterprise Cloud Infrastructure helps identify the right hardware and software stack and provides configuration guidelines for your cloud. With this book, you come to understand Enterprise Cloud Infrastructure and find out how to jumpstart your IaaS cloud plans. You also discover Oracle Optimized Solutions and learn how integration testing and proven best practices maximize your IT investments. In addition, you see how to architect and deploy your IaaS cloud to drive down costs and improve performance, how to understand and select the right private cloud strategy for you, what key cloud infrastructure elements are and how to use them to achieve your business goals, and more. For more information, visit oracle.com/oos.

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  • What You Said: How You Track Your Time

    - by Jason Fitzpatrick
    Earlier this week we asked you to share your favorite time tracking tips, tricks, and tools. Now we’re back to highlight the techniques HTG readers use to keep tabs on their time. While more than one of you expressed confusion over the idea of tracking how you spend all your time, many of you were more than happy to share the reasons for and the methods you use to stay on top of your time expenditures. Scott uses a fluid and flexible project management tool: I use kanbanflow.com, with two boards to manage task prioritisation and backlog. One board called ‘Current Work’ has three columns ‘Do Today’, ‘In Progress’ and ‘Done’. The other is called ‘Backlog’, which splits tasks into priority groups – ‘Distractions (NU+NI)’, ‘Goals (NU+I)’, ‘Interruptions (U+NI)’, ‘Interruptions (U+NI)’ and ‘Critical (U+I)’, where U is Urgent and I is Important (and N is Not). At the end of each day, I move things from my Backlog to my ‘Current Work’ board, with the idea to keep complete Goals before they become Critical. That way I can focus on ‘Current Work’ Do Today so I don’t feel overwhelmed and can plan my day. As priorities change or interruptions pop up, it’s just a matter of moving tasks between boards. I have both tabs open in my browser all day – this is probably good for knowledge workers strapped to their desk, not so good for those in meetings all day. In that case, go with the calendar on your phone. While the above description might make it sound really technical, we took the cloud-based app for a spin and found the interface to be very flexible and easy to use. Can Dust Actually Damage My Computer? What To Do If You Get a Virus on Your Computer Why Enabling “Do Not Track” Doesn’t Stop You From Being Tracked

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  • Financial Statement Presentation Changes

    - by Theresa Hickman
    On March 10, 2010, FASB and IASB came to an agreement on financial statement presentation. They have been discussing changes for some time, such as displaying more lines items and moving certain line items from equity to the P&L, and now it seems they have finally come to a joint decision and put it in writing. I recently learned that there will be a trend to book nothing to equity and to convey everything in the P&L to take away any facility for companies to hide losses from its shareholders, investors, etc. (I'm exaggerating when I say book nothing to equity. Obviously, those items that already live there, such as stocks and dividends, would stay there.) But accounts like your CTA (Cumulative Translation Adjustment account) used to plug the gain or loss from equity translation would move from the equity section to your expense section. The rationale is that when you run translation, you're doing so for a subsidiary that you own, or simply put, it's a foriegn investment. Thus, the gains/losses of that foriegn investment should be itemized on your P&L and not buried in equity. The FASB will include changes in financial statement presentation in its Exposure Draft that is planned for issuance at the end of April 2010. Companies will be required to adopt the financial statement presentation provisions retroactively. Yes, that means companies will need to apply these changes to previously issued financial statements. The FASB Summary of Board Decisions can be found at "fasb.org".

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  • How to create a "retro" pixel shader for transformed 2D sprites that maintains pixel fidelity?

    - by David Gouveia
    The image below shows two sprites rendered with point sampling on top of a background: The left skull has no rotation/scaling applied to it, so every pixel matches perfectly with the background. The right skull is rotated/scaled, and this results in larger pixels that are no longer axis aligned. How could I develop a pixel shader that would render the transformed sprite on the right with axis aligned pixels of the same size as the rest of the scene? This might be related to how sprite scaling was implemented in old games such as Monkey Island, because that's the effect I'm trying to achieve, but with rotation added. Edit As per kaoD's suggestions, I tried to address the problem as a post-process. The easiest approach was to render to a separate render target first (downsampled to match the desired pixel size) and then upscale it when rendering a second time. It did address my requirements above. First I tried doing it Linear -> Point and the result was this: There's no distortion but the result looks blurred and it loses most of the highlights colors. In my opinion it breaks the retro look I needed. The second time I tried Point -> Point and the result was this: Despite the distortion, I think that might be good enough for my needs, although it does look better as a still image than in motion. To demonstrate, here's a video of the effect, although YouTube filtered the pixels out of it: http://youtu.be/hqokk58KFmI However, I'll leave the question open for a few more days in case someone comes up with a better sampling solution that maintains the crisp look while decreasing the amount of distortion when moving.

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