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  • How to get audio spectrum analysis?

    - by Mrwolfy
    I need to find or create a tool that analyzes the audio spectrum of a sound file (like a .wav or .mp3). I need to output the "volume" or power of x number of frequency bands and output the data as text. This will be used to produce a visualization, a graphic equalizer like you'd see on a stereo. I am currently looking at python to do it. My question is are there some tools out there that would do this (signal processing), like math works or others? I don't have any experience with them so any advice would be appreciated.

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  • Fixing a collision detection bug in Slick2D

    - by Jesse Prescott
    My game has a bug with collision detection. If you go against the wall and tap forward/back sometimes the game thinks the speed you travelled at is 0 and the game doesn't know how to get you out of the wall. My collision detection works by getting the speed you hit the wall at and if it is positive it moves you back, if it is negative it moves you forward. It might help if you download it: https://rapidshare.com/files/1550046269/game.zip Sorry if I explained badly, it's hard to explain. float maxSpeed = 0.3f; float minSpeed = -0.2f; float acceleration = 0.002f; float deacceleration = 0.001f; float slowdownSpeed = 0.002f; float rotateSpeed = 0.08f; static float currentSpeed = 0; boolean up = false; boolean down = false; boolean noKey = false; static float rotate = 0; //Image effect system static String locationCarNormal; static String locationCarFront; static String locationCarBack; static String locationCarBoth; static boolean carFront = false; static boolean carBack = false; static String imageRef; boolean collision = false; public ComponentPlayerMovement(String id, String ScarNormal, String ScarFront, String ScarBack, String ScarBoth) { this.id = id; playerBody = new Rectangle(900/2-16, 700/2-16, 32, 32); locationCarNormal = ScarNormal; locationCarFront = ScarFront; locationCarBack = ScarBack; locationCarBoth = ScarBoth; imageRef = locationCarNormal; } @Override public void update(GameContainer gc, StateBasedGame sbg, int delta) throws SlickException { Input input = gc.getInput(); playerBody.transform(Transform.createRotateTransform(2)); float hip = currentSpeed * delta; float unstuckspeed = 0.05f * delta; if(carBack && !carFront) { imageRef = locationCarBack; ComponentImageRender.updateImage(); } else if(carFront && !carBack) { imageRef = locationCarFront; ComponentImageRender.updateImage(); } else if(carFront && carBack) { imageRef = locationCarBoth; ComponentImageRender.updateImage(); } if(input.isKeyDown(Input.KEY_RIGHT)) { rotate += rotateSpeed * delta; owner.setRotation(rotate); } if(input.isKeyDown(Input.KEY_LEFT)) { rotate -= rotateSpeed * delta; owner.setRotation(rotate); } if(input.isKeyDown(Input.KEY_UP)) { if(!collision) { up = true; noKey = false; if(currentSpeed < maxSpeed) { currentSpeed += acceleration; } MapCoordStorage.mapX += hip * Math.sin(Math.toRadians(rotate)); MapCoordStorage.mapY -= hip * Math.cos(Math.toRadians(rotate)); } else { currentSpeed = 1; } } else if(input.isKeyDown(Input.KEY_DOWN) && !collision) { down = true; noKey = false; if(currentSpeed > minSpeed) { currentSpeed -= slowdownSpeed; } MapCoordStorage.mapX += hip * Math.sin(Math.toRadians(rotate)); MapCoordStorage.mapY -= hip * Math.cos(Math.toRadians(rotate)); } else { noKey = true; if(currentSpeed > 0) { currentSpeed -= deacceleration; } else if(currentSpeed < 0) { currentSpeed += acceleration; } MapCoordStorage.mapX += hip * Math.sin(Math.toRadians(rotate)); MapCoordStorage.mapY -= hip * Math.cos(Math.toRadians(rotate)); } if(entityCollisionWith()) { collision = true; if(currentSpeed > 0 || up) { up = true; currentSpeed = 0; carFront = true; MapCoordStorage.mapX += unstuckspeed * Math.sin(Math.toRadians(rotate-180)); MapCoordStorage.mapY -= unstuckspeed * Math.cos(Math.toRadians(rotate-180)); } else if(currentSpeed < 0 || down) { down = true; currentSpeed = 0; carBack = true; MapCoordStorage.mapX += unstuckspeed * Math.sin(Math.toRadians(rotate)); MapCoordStorage.mapY -= unstuckspeed * Math.cos(Math.toRadians(rotate)); } else { currentSpeed = 0; } } else { collision = false; up = false; down = false; } if(currentSpeed >= -0.01f && currentSpeed <= 0.01f && noKey && !collision) { currentSpeed = 0; } } public static boolean entityCollisionWith() throws SlickException { for (int i = 0; i < BlockMap.entities.size(); i++) { Block entity1 = (Block) BlockMap.entities.get(i); if (playerBody.intersects(entity1.poly)) { return true; } } return false; } }

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  • What are the steps taken by this GLSL code?

    - by user827992
    1 void main(void) 2 { 3 vec2 pos = mod(gl_FragCoord.xy, vec2(50.0)) - vec2(25.0); 4 float dist_squared = dot(pos, pos); 5 6 gl_FragColor = (dist_squared < 400.0) 7 ? vec4(.90, .90, .90, 1.0) 8 : vec4(.20, .20, .40, 1.0); 9 } taken from http://people.freedesktop.org/~idr/OpenGL_tutorials/03-fragment-intro.html Now, this looks really trivial and simple, but my problem is with the mod function. This function is taking 2 vec2 as inputs but is supposed to take just 2 atomic arguments according to the official documentation, also this function makes an implicit use of the floor function that only accepts, again, 1 atomic argument. Can someone explain this to me step by step and point out what I'm not getting here? It's some kind of OpenGL trick? OpenGL Math trick? in the GLSL docs i always find and explicit reference to the type accepted by the function and vec2 it's not there.

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  • Deforming surfaces

    - by Constantin
    I try to accomplish an deforming physic behaviour for levelsurfaces, but don't get an idea how to start with the implemenation so far. Regardless of the shape from the surface (planes, cubes, spheres…), I want to have small indentations at the positions from game-entitys (players, enemys, objects…). It's kind of complicated to explain, so I illustrated what I'm talking about (here is an example with an sphere): So, the surfaces should be able to deforming themselfs a little bit (to apear like an really soft bed or sofa). My surfaces need probably an high vertices count to get an smooth deforming, but my big problem is the math for calculating this deforming… I'm programming in C/C++ with OpenGL, but will be fine with any advices in the right direction. Any help would be highly appreciated,

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  • Recommend hosting with fast MySQL database please [closed]

    - by Keith Groben
    Possible Duplicate: How to find web hosting that meets my requirements? I am frustrated to no end with my current hosting provider, mediaTemple. Yes, they are flashy, and have some decent degree of flexibility with their GS plan, which I have. But anytime I install a site that needs a database, it is slow. like really slow. Taking anywhere from 10 - 15 seconds just to load a page. I would host in house, but there are a lot of complications that come with a LAMP server that I don't want to deal with. Honestly, I'd rather spend the time developing. What can you recommend?

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  • How to move an object along a circumference of another object?

    - by Lumis
    I am so out of math that it hurts, but for some of you this should be a piece of cake. I want to move an object around another along its ages or circumference on a simple circular path. At the moment my game algorithm knows how to move and position a sprite just at the edge of an obstacle and now it waits for the next point to move depending on various conditions. So the mathematical problem here is how to get (aX, aY) and (bX, bY) positions, when I know the Centre (cX, cY), the object position (oX, oY) and the distance required to move (d)

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  • Need to find a find a fast/multi-user database program

    - by user65961
    Our company is currently utilizing Excel and have been encountering a series of issues for starters we have multiple users sharing this application. We utilize it write our schedules for our employees and generate staffing levels. May someone give me please or inform me what are the pros and cons of this program and offer suggestions for another database that allows multiple users to share and also give the pros and cons need something that will hold massive data and allow sharing, protecting capabilities.

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  • Visual studio fast performance with splash disable

    - by anirudha
    Visual studio perform faster whenever you run them in without splash. for running them without splash you need to change some setting for that. go to shortcut icon of visual studio open the properties and see the target executable the executable location something like "C:\Program Files (x86)\Microsoft Visual Studio 10.0\Common7\IDE\devenv.exe" for x64based computer now you need to add their “ /nosplash” the exe location now goes "C:\Program Files (x86)\Microsoft Visual Studio 10.0\Common7\IDE\devenv.exe" /nosplash

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  • Get to No as fast as possible

    - by Tim Hibbard
    There is a sales technique where the strategy is to get the customer to say “No deal” as soon as possible.  The idea being that by establishing terms that your customer is not comfortable with with, the sooner you can figure out what they will be willing to agree to.  The same principal can be applied to code design.  Instead of nested if…then statements, a code block should quickly eliminate the cases it is not equipped to handle and just focus on what it is meant to handle. This is code that will quickly become maintainable as requirements change: private void SaveClient(Client c) { if (c != null) { if (c.BirthDate != DateTime.MinValue) { foreach (Sale s in c.Sales) { if (s.IsProcessed) { SaveSaleToDatabase(s); } } SaveClientToDatabase(c); } } }   If an additional requirement comes along that requires the Client to have Manager approval or for a Sale to be under $20K, this code will get messy and unreadable. A better way to meet the same requirements would be: private void SaveClient(Client c) { if (c == null) { return; } if (c.BirthDate == DateTime.MinValue) { return; }   foreach (Sale s in c.Save) { if (!s.IsProcessed) { continue; } SaveSaleToDatabase(s); } SaveClientToDatabase(c); } This technique moves on quickly when it finds something it doesn’t like.  This makes it much easier to add a Manager approval constraint.  We would just insert the new requirement before the action takes place.

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  • Fast and Free; SQL Scripts Manager's Script Generator

    When William produced his second article on the free tool 'SQL Scripts Manager', revealing that it worked just as well with PowerShell and Python scripts as it does with TSQL, he thought that would be the end of the series. Oh no; in response to feedback, comes a small add-in called 'Script Generator' that makes a big difference to the speed of developing and producing new scripts. The Future of SQL Server MonitoringMonitor wherever, whenever with Red Gate's SQL Monitor. See it live in action now.

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  • How to compile and build fast in Visual studio 2010

    - by anirudha
    Sometime Project have included many thing with a project.suppose a ASP.NET MVC project maybe included Test project for the project you run or have some more project who attach to the current project. it's take a long time while project is going to debug the reason for that is because project have many subproject or attached project then compilation of all maybe goes long. the solution is that build and debug current project instead of all. it's same time on compilation in Visual studio. for configure build only current project you need to configure it in Visual studio. click on the button and select Configuration manager choose the project who you currently worked and unchecked all other. After that Visual studio debugging goes faster.

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  • OpenGL Fast-Object Instancing Error

    - by HJ Media Studios
    I have some code that loops through a set of objects and renders instances of those objects. The list of objects that needs to be rendered is stored as a std::map, where an object of class MeshResource contains the vertices and indices with the actual data, and an object of classMeshRenderer defines the point in space the mesh is to be rendered at. My rendering code is as follows: glDisable(GL_BLEND); glEnable(GL_CULL_FACE); glDepthMask(GL_TRUE); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); for (std::map<MeshResource*, std::vector<MeshRenderer*> >::iterator it = renderables.begin(); it != renderables.end(); it++) { it->first->setupBeforeRendering(); cout << "<"; for (unsigned long i =0; i < it->second.size(); i++) { //Pass in an identity matrix to the vertex shader- used here only for debugging purposes; the real code correctly inputs any matrix. uniformizeModelMatrix(Matrix4::IDENTITY); /** * StartHere fix rendering problem. * Ruled out: * Vertex buffers correctly. * Index buffers correctly. * Matrices correct? */ it->first->render(); } it->first->cleanupAfterRendering(); } geometryPassShader->disable(); glDepthMask(GL_FALSE); glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); The function in MeshResource that handles setting up the uniforms is as follows: void MeshResource::setupBeforeRendering() { glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glEnableVertexAttribArray(2); glEnableVertexAttribArray(3); glEnableVertexAttribArray(4); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, iboID); glBindBuffer(GL_ARRAY_BUFFER, vboID); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0); // Vertex position glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid*) 12); // Vertex normal glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid*) 24); // UV layer 0 glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid*) 32); // Vertex color glVertexAttribPointer(4, 1, GL_UNSIGNED_SHORT, GL_FALSE, sizeof(Vertex), (const GLvoid*) 44); //Material index } The code that renders the object is this: void MeshResource::render() { glDrawElements(GL_TRIANGLES, geometry->numIndices, GL_UNSIGNED_SHORT, 0); } And the code that cleans up is this: void MeshResource::cleanupAfterRendering() { glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); glDisableVertexAttribArray(2); glDisableVertexAttribArray(3); glDisableVertexAttribArray(4); } The end result of this is that I get a black screen, although the end of my rendering pipeline after the rendering code (essentially just drawing axes and lines on the screen) works properly, so I'm fairly sure it's not an issue with the passing of uniforms. If, however, I change the code slightly so that the rendering code calls the setup immediately before rendering, like so: void MeshResource::render() { setupBeforeRendering(); glDrawElements(GL_TRIANGLES, geometry->numIndices, GL_UNSIGNED_SHORT, 0); } The program works as desired. I don't want to have to do this, though, as my aim is to set up vertex, material, etc. data once per object type and then render each instance updating only the transformation information. The uniformizeModelMatrix works as follows: void RenderManager::uniformizeModelMatrix(Matrix4 matrix) { glBindBuffer(GL_UNIFORM_BUFFER, globalMatrixUBOID); glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Matrix4), matrix.ptr()); glBindBuffer(GL_UNIFORM_BUFFER, 0); }

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  • 6 Guidelines For You to Create a Fast Loading Website

    As you may have heard that Google has implemented a new criterion to determine your rankings on search results, the website speed. Increasing your website loading speed is not only important for getting a high search ranking and it will also affect your visitors' perception about your website.

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  • The architecture and technologies to use for a secure, fast, reliable and easily scalable web application

    - by DSoul
    ^ For actual questions, skip to the lists down below I understand, that his is a vague topic, but please, before you turn the other way and disregard me, hear me out. I am currently doing research for a web application(I don't know if application is the correct word for it, but I will proceed w/ that for now), that one day might need to be everything mentioned in the title. I am bound by nothing. That means that every language, OS and framework is acceptable, but only if it proves it's usefulness. And if you are going to say, that scalability and speed depend on the code I write for this application, then I agree, but I am just trying to find something, that wouldn't stand in my way later on. I have done quite a bit reading on this subject, but I still don't have a clear picture, to what suits my needs, so I come to you, StackOverflow, to give me directions. I know you all must be wondering what I'm building, but I assure you, that it doesn't matter. I have heard of 12 factor app though, if you have any similar guidelines or what is, to suggest the please, go ahead. For the sake of keeping your answers as open as possible, I'm not gonna provide you my experience regarding anything written in this question. ^ Skippers, start here First off - the weights of the requirements are probably something like that (on a scale of 10): Security - 10 Speed - 5 Reliability (concurrency) - 7.5 Scalability - 10 Speed and concurrency are not a top priority, in the sense, that the program can be CPU intensive, and therefore slow, and only accept a not-that-high number of concurrent users, but both of these factors must be improvable by scaling the system Anyway, here are my questions: How many layers should the application have, so it would be future-proof and could best fulfill the aforementioned requirements? For now, what I have in mind is the most common version: Completely separated front end, that might be a web page or an MMI application or even both. Some middle-ware handling communication between the front and the back end. This is probably a server that communicates w/ the front end via HTTP. How the communication w/ the back end should be handled is probably dependent on the back end. The back end. Something that handles data through resources like DB and etc. and does various computations w/ the data. This, as the highest priority part of the software, must be easily spread to multiple computers later on and have no known security holes. I think ideally the middle-ware should send a request to a queue from where one of the back end processes takes this request, chops it up to smaller parts and buts these parts of the request back onto the same queue as the initial request, after what these parts will be then handled by other back end processes. Something *map-reduce*y, so to say. What frameworks, languages and etc. should these layers use? The technologies used here are not that important at this moment, you can ignore this part for now I've been pointed to node.js for this part. Do you guys know any better alternatives, or have any reasons why I should (not) use node.js for this particular job. I actually have no good idea, what to use for this job, there are too many options out there, so please direct me. This part (and the 2. one also, I think) depend a lot on the OS, so suggest any OSs alongside w/ the technologies/frameworks. Initially, all computers (or 1 for starters) hosting the back end are going to be virtual machines. Please do give suggestions to any part of the question, that you feel you have comprehensive knowledge and/or experience of. And also, point out if you feel that any part of the current set-up means an instant (or even distant) failure or if I missed a very important aspect to consider. I'm not looking for a definitive answer for how to achieve my goals, because there certainly isn't one, for I haven't provided you w/ all the required information. I'm just looking for recommendations and directions on what to look into. Also, bare in mind, that this isn't something that I have to get done quickly, to sell and let it be re-written by the new owner (which, I've been told for multiple times, is what I should aim for). I have all the time in the world and I really just want to learn doing something really high-end. Also, excuse me if my language isn't the best, I'm not a native. Anyway. Thanks in advance to anyone, who takes the time to help me out here. PS. When I do seem to come up w/ a good architecture/design for this project, I will certainly make it an open project and keep you guys up to date w/ it's development. As in what you could have told me earlier and etc. For obvious reasons the very same question got closed on SO, but could you guys still help me?.

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  • Website Flipping and Developing Can Make Money Fast

    Trying to make money on the Internet is not that difficult a task. One must have at least a basic idea of web design and programming in general. If one is new to the Internet game and knows little learning is quite easy. The Internet can teach one everything there is to know about the Internet and how to work with it and design websites for it.

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  • Fast, accurate 2d collision

    - by Neophyte
    I'm working on a 2d topdown shooter, and now need to go beyond my basic rectangle bounding box collision system. I have large levels with many different sprites, all of which are different shapes and sizes. The textures for the sprites are all square png files with transparent backgrounds, so I also need a way to only have a collision when the player walks into the coloured part of the texture, and not the transparent background. I plan to handle collision as follows: Check if any sprites are in range of the player Do a rect bounding box collision test Do an accurate collision (Where I need help) I don't mind advanced techniques, as I want to get this right with all my requirements in mind, but I'm not sure how to approach this. What techniques or even libraries to try. I know that I will probably need to create and store some kind of shape that accurately represents each sprite minus the transparent background. I've read that per pixel is slow, so given my large levels and number of objects I don't think that would be suitable. I've also looked at Box2d, but haven't been able to find much documentation, or any examples of how to get it up and running with SFML.

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  • A Fast and FUN Way to Google First Page Formula

    Internet traffic is a number game, more traffic more money and you can get traffic from Google for absolutely free. At zero cost to you but with some knowledgeable effort that will put you ahead of the competition. The actionable strategies discussed on this article will certainly but help you to rank first page on Google.

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  • Increase Site Traffic Fast

    Starting a new website? What are the things you would do to increase site traffic? The most important function for me is my keyword research. I need to formulate a good SEO plan that goes along with my research.

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  • Simple (and fast) dices physics

    - by Markus von Broady
    I'm programming a throw of 5 dices in Actionscript 3 + AwayPhysics (BulletPhysics port). I had a lot of fun tweaking frictions, masses etc. and in the end I found best results with more physics ticks per frame. Currently I use 10 ticks per frame (1/60 s) and it's OK, though I see a difference in plus for 20 ticks. Even though it's only 5 cubes (dices) in a box (or a floor with 3 walls really) I can't simulate 20 ticks in a frame and keep FPS at 60 on a medium-aged PC. That's why I decided to precompute frames for animation, finishing it in around 1700 ticks in 2 seconds. The flash player is freezed for these 2 seconds, and I'm afraid that this result will be more of a 5 seconds or even more, if I'll simulate multi-threading and compute frames in background of some other heavy processes and CPU drawing (dices is only a part of this game). Because I want both players to see dices roll in same way, I can't compute physics when having free resources, and build a buffer for at least one throw of each type (where type is number of dices thrown). I'm afraid players will see a "preparing dices........." message too often and for too long. I think the only solution to this problem is replacing PhysicsEngine with something simpler, or creating own physicsEngine. Do You have any formulas for cube-cube and cube-wall collision detection, and for calculating how their angular and linear velocities should change after a collision occurs?

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  • Do I need a Point and a Vector object? Or just using a Vector object to represent a Point is ok?

    - by JCM
    Structuring the components of an engine that I am developing along with a friend (learning purposes), I came to this doubt. Initially we had a Point constructor, like the following: var Point = function( x, y ) { this.x = x; this.y = y; }; But them we started to add some Vector math to it, and them decided to rename it to Vector2d. But now, some methods are a bit confusing (at least in my opinion), such as the following, which is used to make a line: //before the renaming of Point to Vector2, the parameters were startingPoint and endingPoint Geometry.Line = function( startingVector, endingVector ) { //... }; I should make a specific constructor for the Point object, or there are no problems in defining a point as a vector? I know a vector have magnitude and direction, but I see so many people using a vector to just represent the position of an object.

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