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  • Vertex Array Object (OpenGL)

    - by Shin
    I've just started out with OpenGL I still haven't really understood what Vertex Array Objects are and how they can be employed. If Vertex Buffer Object are used to store vertex data (such as their positions and texture coordinates) and the VAOs only contain status flags, where can they be used? What's their purpose? As far as I understood from the (very incomplete and unclear) GL Wiki, VAOs are used to set the flags/status for every vertex, following the order described in the Element Array Buffer, but the wiki was really ambiguous about it and I'm not really sure about what VAOs really do and how I could employ them.

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  • Is 2 lines of push/pop code for each pre-draw-state too many?

    - by Griffin
    I'm trying to simplify vector graphics management in XNA; currently by incorporating state preservation. 2X lines of push/pop code for X states feels like too many, and it just feels wrong to have 2 lines of code that look identical except for one being push() and the other being pop(). The goal is to eradicate this repetitiveness,and I hoped to do so by creating an interface in which a client can give class/struct refs in which he wants restored after the rendering calls. Also note that many beginner-programmers will be using this, so forcing lambda expressions or other advanced C# features to be used in client code is not a good idea. I attempted to accomplish my goal by using Daniel Earwicker's Ptr class: public class Ptr<T> { Func<T> getter; Action<T> setter; public Ptr(Func<T> g, Action<T> s) { getter = g; setter = s; } public T Deref { get { return getter(); } set { setter(value); } } } an extension method: //doesn't work for structs since this is just syntatic sugar public static Ptr<T> GetPtr <T> (this T obj) { return new Ptr<T>( ()=> obj, v=> obj=v ); } and a Push Function: //returns a Pop Action for later calling public static Action Push <T> (ref T structure) where T: struct { T pushedValue = structure; //copies the struct data Ptr<T> p = structure.GetPtr(); return new Action( ()=> {p.Deref = pushedValue;} ); } However this doesn't work as stated in the code. How might I accomplish my goal? Example of code to be refactored: protected override void RenderLocally (GraphicsDevice device) { if (!(bool)isCompiled) {Compile();} //TODO: make sure state settings don't implicitly delete any buffers/resources RasterizerState oldRasterState = device.RasterizerState; DepthFormat oldFormat = device.PresentationParameters.DepthStencilFormat; DepthStencilState oldBufferState = device.DepthStencilState; { //Rendering code } device.RasterizerState = oldRasterState; device.DepthStencilState = oldBufferState; device.PresentationParameters.DepthStencilFormat = oldFormat; }

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  • Given a RGB color x, how to find the most contrasting color y?

    - by Arthur Wulf White
    I have to mark a certain item in a way that will make it stick-out in the background. I need it to be surrounded with the color that contrasts the background as much as possible so it will pop out and easily noticeable by the player. Lets say I know the background is color 'x', how do I find 'y' such that it will be very contrasting to 'x' and easy to notice in a background where 'x' is a dominant color? I first thought about inverting color 'x' and then I noticed that when 'x' is a medium shade of gray, if I invert 'x' to get 'y', then 'y' is also a medium shade of gray which does not work.

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  • What to use C++ for?

    - by futlib
    I really love C++. However, I'm struggling to find good uses for it lately. It is still the language to use if you're building huge systems with huge performance requirements. Like backend/infrastructure code at Google and Facebook, or high-end games. But I don't get to do stuff like that. It's also a good choice for code that runs close to the hardware. I'd like to do more low-level stuff, but it isn't part of my job, and I can't think of useful private projects that would involve that. Traditionally, C++ was also a good choice for rich client applications, but those are mostly written in C# and Obj-C lately - and aren't really that important anymore, with everything being a web app. Or a mobile app, which are mostly written in Obj-C and Java. And of course, web-based desktop and mobile apps are quite prominent, too. At my job, I work mostly on web applications, using Java, JavaScript and Groovy. Java is a good/popular choice for non-Google-scale backends, Groovy (or Python, or Ruby or Node.js) is pretty good for the server-side of web apps and JavaScript is the only real choice for the client-side. Even the little games I'm writing in my spare time are lately mostly written in JavaScript, so they can run in the browser. So what would you suggest I could use C++ for? I'm aware that this question is very similar. However, I don't want to learn C++, I was a professional C++ programmer for years. I want to keep doing it and find good new use cases for it. I know that I can use C++ for web apps/games. I could even compile C++ to JavaScript with Emscripten. However, it doesn't seem like a good idea. I'm looking for something C++ is really good at to stay competent in the language. If your answer is: Just give up and forget C++, you'll probably never need it again, so be it.

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  • Event Driven Communication in Game Engine - Yes or No?

    - by Bunkai.Satori
    As I am reading book Game Coding Complete (http://www.amazon.com/Game-Coding-Complete-Third-McShaffry/dp/1584506806/ref=sr_1_1?ie=UTF8&qid=1295978774&sr=8-1), the author recommend Event Driven communication among the all game objects and modules. Basicaly, all the living game actors and object should communicate with the key modules (Physics, AI, Game Logic, Game View, etc..) via internal event messaging system. This would mean designing efficient event manager as well. My question is, whether this is proven and recommended approach. If it is not properly designed, it might mean consuming a lot of CPU cycles, which can be used elsewhere. This is especially true, if the game is targetted for mobile platform. What is your opinion and recommendation, please?

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  • Language Niches and Niche Libraries

    - by Roman A. Taycher
    "Everyone Knows" ... ... that c is widely used for low level programs in large part because operating system/device apis are usually in c. ... that Java is widely used for enterprise applications in large part because of enterprise libraries and ide support. ... that ruby is widely used for webapps thanks in large part because of rails and its library ecosytem But lets go into to details what are the specific niches and subniches. Especially with respect to libraries. Where might you embed lua for application scripting versus python. Where would you use Java vs C#. Which languages do different scientists use? Also which languages have libraries for these subniches? Things like bioperl/scipy/Incanter. Please no flamewars about how nice each language or environment is. This is where they used. Also no complaints about marketing/PHBs. (Manually migrated) I asked this question again after it was closed on stackoverflow.com

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  • Expanding existing DVCS Wiki

    - by A Lion
    A portion of my job is to maintain technical documentation for a rapidly expanding manufacturing company. Because it is only a portion of my job and the company's product line is expanding so quickly, I can't stay on top of the documentation. As a result, I've been yearning for an information management system with a handful of specific features. I've found many products that have a subset, but none that have all the features I'm looking for. I'm at the point of picking an existing product and expanding it to cover my desired feature set, however, this will be a pet project and I will be learning the underlying language as I go. So, the main question is which existing product will be the easiest to expand to cover the full feature set and has a relatively easy to learn language? Alternatively, have I missed another existing program that will cover the feature set or should be in my list of "close, but not quite there"? Feature Set web interface based on a distributed version control system (e.g., git) easy to edit by logged in novices (e.g. wiki, multimarkdown) outputs in more traditional formats (e.g., doc, odt, pdf) edits held in queue until editor/engineer/manager approves them (e.g., MS Word editing) [this is the really big elephant in list - suggestions on where to start appreciated] edits held in queue specifically for engineer approval [extra limb of the elephant in the list] well-supported in the open source community Closest, but not quite there ikiwiki - http://ikiwiki.info (php) lots of awesome functionality and extensions, including easy to edit and based on DVCS lacks a review/forward for review queue appears to be well-supported within the OSS community gitit - http://gitit.net/ (haskell) easy to edit and based on DVCS lots of outputs in traditional formats a great web-based gui diff interface lacks a review/forward for review queue appears to be primarily maintained by one individual

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  • Different ways of solving problems in code.

    - by Erin
    I now program in C# for a living but before that I programmed in python for 5 years. I have found that I write C# very differently than most examples I see on the web. Rather then writing things like: foreach (string bar in foo) { //bar has something doen to it here } I write code that looks like this. foo.ForEach( c => c.someActionhere() ) Or var result = foo.Select( c => { //Some code here to transform the item. }).ToList(); I think my using code like above came from my love of map and reduce in python - while not exactly the same thing, the concepts are close. Now it's time for my question. What concepts do you take and move with you from language to language; that allow you to solve a problem in a way that is not the normal accepted solution in that language?

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  • Biggest mistake you've ever made

    - by Rogue Coder
    Similar to the question I read on Server Fault, what is the biggest mistake you've ever made in an IT related position. Some examples from friends: I needed to do some work on a production site so I decided to copy over the live database to the beta site. Pretty standard, but when I went to the beta site it was still pulling out-of-date info. OOPS! I had copied the beta database over to the live site! Thank god for backups. And for me, I created a form for an event that was to be held during a specific time range. Participants would fill out the form for a chance to win, and we would send the event organizers a CSV from the database. I went into the database, and found ONLY 1 ENTRY, MINE. Upon investigating, it appears as though I forgot an auto increment key, and because of the server setup there was no way to recover the lost data. I am aware this question is similar to ones on Stack Overflow but the ones I found seemed to receive generic answers instead of actual stories :) What is the biggest coding error/mistake ever…

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  • Should code comments have scope?

    - by Rig Veda
    I am asking this because I have seen places where, whoever coded initially had provided proper comments, but later on modifications were made to the code but the comments were left untouched. I remember reading somewhere " Don't get suckered in by the comments, debug only code". So is it a good/ relevant/ practical idea that tells the scope of the comments so as to prompt the developer for editing the comment. Your thoughts.

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  • Is "watermarking" code with random trailing whitespace a good way to detect plagiarism?

    - by paperjam
    Consider this: int f(int x) { return 2 * x * x; } and this int squareAndDouble(int y) { return 2*y*y; } If you found these in independent bodies of code, you might give the two programmers the benefit of the doubt and assume they came up with more-or-less the same function independently. But look at the whitespace at the end of each line of code. Same pattern in both. Surely evidence of copying. On a larger piece of code, correlation of random whitespace at line ends would be irrefutable evidence of a shared origin. Now aside from the obvious weaknesses: e.g. visible or obvious in some editors, easily removed, I was wondering if it was worth deploying something like this in my open source project. My industry has a history of companies ripping off open source projects.

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  • Forex EA simple coding question [closed]

    - by Evgeny
    I simply want to close all open orders in my EA when equity reaches -250$. I found an EA online that closes all orders. It has one CloseAll() function that closes all orders. So I copied it to my EA and called it in start() function like that: if(AccountBalance()-AccountEquity()< -250) CloseAll(); But EA works as usual, not restarting. If any programmer would point me in the right direction that would be great.

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  • Compilable modern alternatives to C/C++

    - by Jeremy French
    I am considering writing a new software product. Performance will be critical, so I am wary of using an interpreted or language or one that uses a emulation layer (read java). Which leads me to thinking of using C (or C++) however these are both rather long in the tooth. I haven't used either for a long time. I figure in the last 20 years someone should have created something which is reasonably popular and is nice to code in and is complied. What more modern alternatives are there to C for writing high performance code compiled code? edit in response to comments If C++ is a different beast than it was 15 years ago, I would consider it, I guess I had an assumption that it had some inherent problems. Parallelisation would be important, but probably not across multiple machines.

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  • Trying not to get ahead of myself but it is hard!

    - by Andrew
    Well I made a 5 year plan for myself (11years-16years) I am pretty good at Java, HTML, and PHP. I have already done some end projects: Small Java Platform Game A Small Polynomial Solver A Small Image Sharing Site A Chess Website: chesslounge.net I am currently doing some Android Development and so far I have made a program that Vibrates, Blinks the Light, or Creates a custom status message based on the user input. And a program that rotates a pyramid with a texture. My question is: Should I stick to what I am doing or Learn something a little new? I am itching to do C++, but what is your advice?

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  • Is there a Visual Studio style tool/IDE?

    - by Tim
    I have been developing in the windows space with Visual Studio for a while now with work, but I have also been using Ubuntu for a while and am keen to get into some software development for linux. I should also note. I am not looking for .NET and I am aware of mono. I am also familiar with c++ development and some python, so the language isn't so much relevant as the "all in one" aspect. I was interested to know if there is a useful all in one code/debug/design(gui) IDE similar to something like Visual Studio but for linux?

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  • Broad topics needed for teaching game development

    - by livingtech
    I am going to be doing a presentation on game development to an iPhone user group in the near(ish) future. My audience are iPhone developers, but not necessarily very experienced ones, and this is meant to be an introduction. My question is, what broad topics are needed to understand game development? I acknowledge that this is fairly subjective, but I really am hoping for a comprehensive list of high-level topics that apply to a broad enough swath of games that anyone interested in the topic SHOULD know about them. I would be ecstatic with some pointers to any resources that attempt to make a list such as this this. (I have looked, but my google-fu is failing me tonight.) Here's what I have so far: The Game Loop a sub-note about event driven games 2D Animation sprites/texture maps 3D Animation importance of frameworks modeling software Particles and particle effects hit detection AI Obviously I will not be covering all these topics with any depth, more like simply defining them so that after my talk, the audience will (hopefully) be able to wrap their heads around how any given game might be developed. What am I missing?

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  • Has any language become greatly popular for something other than its intended purpose?

    - by Jon Purdy
    Take this scenario: A programmer creates a language to solve some problem. He then releases this language to help others solve problems like it. Another programmer discovers it's actually much better for some different category of problems. By virtue of this new application, the language then becomes popular for that application primarily. Are there any instances of this actually occurring? Put another way, does the intended purpose of a language have any bearing on how it's actually used, or whether it becomes popular? Is it even important that a language have an advertised purpose?

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  • Push-Based Events in a Services Oriented Architecture

    - by Colin Morelli
    I have come to a point, in building a services oriented architecture (on top of Thrift), that I need to expose events and allow listeners. My initial thought was, "create an EventService" to handle publishing and subscribing to events. That EventService can use whatever implementation it desires to actually distribute the events. My client automatically round-robins service requests to available service hosts which are determined using Zookeeper-based service discovery. So, I'd probably use JMS inside of EventService mainly for the purpose of persisting messages (in the event that a service host for EventService goes down before it can distribute the message to all of the available listeners). When I started considering this, I began looking into the differences between Queues and Topics. Topics unfortunately won't work for me, because (at least for now), all listeners must receive the message (even if they were down at the time the event was pushed, or hadn't made a subscription yet because they haven't completed startup (during deployment, for example) - messages should be queued until the service is available). However, I don't want EventService to be responsible for handling all of the events. I don't think it should have the code to react to events inside of it. Each of the services should do what it needs with a given event. This would indicate that each service would need a JMS connection, which questions the value of having EventService at all (as the services could individually publish and subscribe to JMS directly). However, it also couples all of the services to JMS (when I'd rather that there be a single service that's responsible for determining how to distribute events). What I had thought was to publish an event to EventService, which pulls a configuration of listeners from some configuration source (database, flat file, irrelevant for now). It replicates the message and pushes each one back into a queue with information specific to that listener (so, if there are 3 listeners, 1 event would become 3 events in JMS). Then, another thread in EventService (which is replicated, running on multiple hots) would be pulling from the queue, attempting to make the service call to the "listener", and returning the message to the queue (if the service is down), or discarding the message (if the listener completed successfully). tl;dr If I have an EventService that is responsible for receiving events and delegating service calls to "event listeners," (which are really just endpoints on other services), how should it know how to craft the service call? Should I create a generic "Event" object that is shared among all services? Then, the EventService can just construct this object and pass it to the service call. Or is there a better answer to this problem entirely?

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  • graphical interface when using assembly language

    - by Hellbent
    Im looking to use assembly language to make a great game, not just an average game but a really great game. I want to learn a framework to use in assembly. I know thats not possible without learning the framework in c first. So im thinking of learning sdl in c and then learn, teach myself, how to interpret the program and run it as assembly language code which shouldnt be that hard. Then i will have a window and some graphics routines to display the game while using assembly to code everything in. I need to spend some time learning sdl and then some more time learning how to code all those statements using assembly while calling c functions and knowing what registers returned calls use and what they leave etc. My question is , Is this a good way to go or is there something better to get a graphical window display using assembly language? Regards HellBent

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  • Calculating WPM given a variable stream of input

    - by Jaxo
    I'm creating an application that sits in the background and records all key presses (currently this is done and working; an event is fired every keydown/keyup). I want to offer a feature for the user that will show them their WPM over the entire session the program has been running for. This would be easy if I added a "Start" and "End" button to activate a timer, but I need to detect only when the user is typing continuously - ignoring all one-time keyboard shortcuts and breaks the user takes from typing. How in the world do I approach this? Is this even realistically & accurately possible?

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  • Parallel.For Inconsistency results

    - by ni Gue ???
    I am using VB.net to write a parallel based code. I use Parallel.For to generate pairs of 500 objects or in combination C(500,2) such as the following code; but I found that it didn't always generate all combinations which should be 124750 (shown from variable Counter). No other thread was runing when this code was run. I am using a Win-7 32 Bit desktop with Intel Core i5 CPU [email protected], 3.33 GHz and RAM 2GB. What's wrong with the code and how to solve this problem? Thank You. Dim Counter As Integer = 0 Parallel.For(0, 499, Sub(i) For j As Integer = i + 1 To 499 Counter += 1 Console.Write(i & ":" & j) Next End Sub) Console.Writeline("Iteration number: " & Counter)

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  • Designing spawning system

    - by Vlad
    I played this game recently http://www.kongregate.com/games/JuicyBeast/knightmare-tower and I am amazed by the way how different monsters are beign spawned. I personally developed my own shooter game and I added time based but also count based spawing system. By count based I mean when there are 5 enemies on stage stop spawning. But this is one example. My question is how are these spawning mechanism built, is there some pattern or some theory how they are built? Are there some online materials/pages where I can improve my knowledge? To sumarize, let just say we have 6 types of monsters. I start the game and kill of monsters of type 1,2 and 3 all the time. Once I pass the first ceiling, like in the game above, monster type 4 appear. ANd so on. As I progress trough the game, the same system of 6 types of monsters stay, but they become more and more resilient and dangerous. So I must also improve to be able to destroy the same monsters but now stronger. My question is simple, are there some theories built or written for developing this type of inteligent systems? Note: This is a general question, not tied up with some game or how exactly should the game work. I am capable to program my own mechanisms but I think I need some help. Thanks.

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  • Why do memory-managed languages retain the `new` keyword?

    - by Channel72
    The new keyword in languages like Java, Javascript, and C# creates a new instance of a class. This syntax seems to have been inherited from C++, where new is used specifically to allocate a new instance of a class on the heap, and return a pointer to the new instance. In C++, this is not the only way to construct an object. You can also construct an object on the stack, without using new - and in fact, this way of constructing objects is much more common in C++. So, coming from a C++ background, the new keyword in languages like Java, Javascript, and C# seemed natural and obvious to me. Then I started to learn Python, which doesn't have the new keyword. In Python, an instance is constructed simply by calling the constructor, like: f = Foo() At first, this seemed a bit off to me, until it occurred to me that there's no reason for Python to have new, because everything is an object so there's no need to disambiguate between various constructor syntaxes. But then I thought - what's really the point of new in Java? Why should we say Object o = new Object();? Why not just Object o = Object();? In C++ there's definitely a need for new, since we need to distinguish between allocating on the heap and allocating on the stack, but in Java all objects are constructed on the heap, so why even have the new keyword? The same question could be asked for Javascript. In C#, which I'm much less familiar with, I think new may have some purpose in terms of distinguishing between object types and value types, but I'm not sure. Regardless, it seems to me that many languages which came after C++ simply "inherited" the new keyword - without really needing it. It's almost like a vestigial keyword. We don't seem to need it for any reason, and yet it's there. Question: Am I correct about this? Or is there some compelling reason that new needs to be in C++-inspired memory-managed languages like Java, Javascript and C#?

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  • design a model for a system of dependent variables

    - by dbaseman
    I'm dealing with a modeling system (financial) that has dozens of variables. Some of the variables are independent, and function as inputs to the system; most of them are calculated from other variables (independent and calculated) in the system. What I'm looking for is a clean, elegant way to: define the function of each dependent variable in the system trigger a re-calculation, whenever a variable changes, of the variables that depend on it A naive way to do this would be to write a single class that implements INotifyPropertyChanged, and uses a massive case statement that lists out all the variable names x1, x2, ... xn on which others depend, and, whenever a variable xi changes, triggers a recalculation of each of that variable's dependencies. I feel that this naive approach is flawed, and that there must be a cleaner way. I started down the path of defining a CalculationManager<TModel> class, which would be used (in a simple example) something like as follows: public class Model : INotifyPropertyChanged { private CalculationManager<Model> _calculationManager = new CalculationManager<Model>(); // each setter triggers a "PropertyChanged" event public double? Height { get; set; } public double? Weight { get; set; } public double? BMI { get; set; } public Model() { _calculationManager.DefineDependency<double?>( forProperty: model => model.BMI, usingCalculation: (height, weight) => weight / Math.Pow(height, 2), withInputs: model => model.Height, model.Weight); } // INotifyPropertyChanged implementation here } I won't reproduce CalculationManager<TModel> here, but the basic idea is that it sets up a dependency map, listens for PropertyChanged events, and updates dependent properties as needed. I still feel that I'm missing something major here, and that this isn't the right approach: the (mis)use of INotifyPropertyChanged seems to me like a code smell the withInputs parameter is defined as params Expression<Func<TModel, T>>[] args, which means that the argument list of usingCalculation is not checked at compile time the argument list (weight, height) is redundantly defined in both usingCalculation and withInputs I am sure that this kind of system of dependent variables must be common in computational mathematics, physics, finance, and other fields. Does someone know of an established set of ideas that deal with what I'm grasping at here? Would this be a suitable application for a functional language like F#? Edit More context: The model currently exists in an Excel spreadsheet, and is being migrated to a C# application. It is run on-demand, and the variables can be modified by the user from the application's UI. Its purpose is to retrieve variables that the business is interested in, given current inputs from the markets, and model parameters set by the business.

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  • How is intermediate data organized in MapReduce?

    - by Pedro Cattori
    From what I understand, each mapper outputs an intermediate file. The intermediate data (data contained in each intermediate file) is then sorted by key. Then, a reducer is assigned a key by the master. The reducer reads from the intermediate file containing the key and then calls reduce using the data it has read. But in detail, how is the intermediate data organized? Can a data corresponding to a key be held in multiple intermediate files? What happens when there is too much data corresponding to one key to be held by a single file? In short, how do intermediate partitions differ from intermediate files and how are these differences dealt with in the implementation?

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