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  • Who writes the words? A rant with graphs.

    - by Roger Hart
    If you read my rant, you'll know that I'm getting a bit of a bee in my bonnet about user interface text. But rather than just yelling about the way the world should be (short version: no UI text would suck), it seemed prudent to actually gather some data. Rachel Potts has made an excellent first foray, by conducting a series of interviews across organizations about how they write user interface text. You can read Rachel's write up here. She presents the facts as she found them, and doesn't editorialise. The result is insightful, but impartial isn't really my style. So here's a rant with graphs. My method, and how it sucked I sent out a short survey. Survey design is one of my hobby-horses, and since some smartarse in the comments will mention it if I don't, I'll step up and confess: I did not design this one well. It was potentially ambiguous, implicitly excluded people, and since I only really advertised it on Twitter and a couple of mailing lists the sample will be chock full of biases. Regardless, these were the questions: What do you do? Select the option that best describes your role What kind of software does your organization make? (optional) In your organization, who writes the text on your software user interfaces? (for example: button names, static text, tooltips, and so on) Tick all that apply. In your organization who is responsible for user interface text? Who "owns" it? The most glaring issue (apart from question 3 being a bit broken) was that I didn't make it clear that I was asking about applications. Desktop, mobile, or web, I wouldn't have minded. In fact, it might have been interesting to categorize and compare. But a few respondents commented on the seeming lack of relevance, since they didn't really make software. There were some other issues too. It wasn't the best survey. So, you know, pinch of salt time with what follows. Despite this, there were 100 or so respondents. This post covers the overview, and you can look at the raw data in this spreadsheet What did people do? Boring graph number one: I wasn't expecting that. Given I pimped the survey on twitter and a couple of Tech Comms discussion lists, I was more banking on and even Content Strategy/Tech Comms split. What the "Others" specified: Three people chipped in with Technical Writer. Author, apparently, doesn't cut it. There's a "nobody reads the instructions" joke in there somewhere, I'm sure. There were a couple of hybrid roles, including Tech Comms and Testing, which sounds gruelling and thankless. There was also, an Intranet Manager, a Creative Director, a Consultant, a CTO, an Information Architect, and a Translator. That's a pretty healthy slice through the industry. Who wrote UI text? Boring graph number two: Annoyingly, I made this a "tick all that apply" question, so I can't make crude and inflammatory generalizations about percentages. This is more about who gets involved in user interface wording. So don't panic about the number of developers writing UI text. First off, it just means they're involved. Second, they might be good at it. What? It could happen. Ours are involved - they write a placeholder and flag it to me for changes. Sometimes I don't make any. It's also not surprising that there's so much UX in the mix. Some of that will be people taking care, and crafting an understandable interface. Some of it will be whatever text goes on the wireframe making it into production. I'm going to assume that's what happened at eBay, when their iPhone app purportedly shipped with the placeholder text "Some crappy content goes here". Ahem. Listing all 17 "other" responses would make this post lengthy indeed, but you can read them in the raw data spreadsheet. The award for the approach that sounds the most like a good idea yet carries the highest risk of ending badly goes to whoever offered up "External agencies using focus groups". If you're reading this, and that actually works, leave a comment. I'm fascinated. Who owned UI text Stop. Bar chart time: Wow. Let's cut to the chase, and by "chase", I mean those inflammatory generalizations I was talking about: In around 60% of cases the person responsible for user interface text probably lacks the relevant expertise. Even in the categories I count as being likely to have relevant skills (Marketing Copywriters, Content Strategists, Technical Authors, and User Experience Designers) there's a case for each role being unsuited, as you'll see in Rachel's blog post So it's not as simple as my headline. Does that mean that you personally, Mr Developer reading this, write bad button names? Of course not. I know nothing about you. It rather implies that as a category, the majority of people looking after UI text have neither communication nor user experience as their primary skill set, and as such will probably only be good at this by happy accident. I don't have a way of measuring those frequency of those accidents. What the Others specified: I don't know who owns it. I assume the project manager is responsible. "copywriters" when they wish to annoy me. the client's web maintenance person, often PR or MarComm That last one chills me to the bone. Still, at least nobody said "the work experience kid". You can see the rest in the spreadsheet. My overwhelming impression here is of user interface text as an unloved afterthought. There were fewer "nobody" responses than I expected, and a much broader split. But the relative predominance of developers owning and writing UI text suggests to me that organizations don't see it as something worth dedicating attention to. If true, that's bothersome. Because the words on the screen, particularly the names of things, are fundamental to the ability to understand an use software. It's also fascinating that Technical Authors and Content Strategists are neck and neck. For such a nascent discipline, Content Strategy appears to have made a mark on software development. Or my sample is skewed. But it feels like a bit of validation for my rant: Content Strategy is eating Tech Comms' lunch. That's not a bad thing. Well, not if the UI text is getting done well. And that's the caveat to this whole post. I couldn't care less who writes UI text, provided they consider the user and don't suck at it. I care that it may be falling by default to people poorly disposed to doing it right. And I care about that because so much user interface text sucks. The most interesting question Was one I forgot to ask. It's this: Does your organization have technical authors/writers? Like a lot of survey data, that doesn't tell you much on its own. But once we get a bit dimensional, it become more interesting. So taken with the other questions, this would have let me find out what I really want to know: What proportion of organizations have Tech Comms professionals but don't use them for UI text? Who writes UI text in their place? Why this happens? It's possible (feasible is another matter) that hundreds of companies have tech authors who don't work on user interfaces because they've empirically discovered that someone else, say the Marketing Copywriter, is better at it. And once we've all finished laughing, I'll point out that I've met plenty of tech authors who just aren't used to thinking about users at the point of need in the way UI text and embedded user assistance require. If you've got what I regard, perhaps unfairly, as the bad kind of tech author - the old-school kind with the thousand-page pdf and the grammar obsession - if you've got one of those then you probably are better off getting the UX folk or the copywriters to do your UI text. At the very least, they'll derive terminology from user research.

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  • Best way to go about sorting 2D sprites in a "RPG Maker" styled RPG

    - by Aaron Stewart
    I am trying to come up with the best way to create overlapping sprites without having any issues. I was thinking of having a SortedDictionary and setting the Entity's key to it's Y position relative to the max bound of the simulation, aka the Z value. I'd update the "Z" value in the update method each frame, if the entity's position has changed at all. For those who don't know what I mean, I want characters who are standing closer in front of another character to be drawn on top, and if they are behind the character, they are drawn behind. I'm leery of using SpriteBatch back to front or front to back, I've been doing some searching and have been under the impression they are a bad idea. and want to know exactly how other people are dealing with their depth sorting. Just ultimately trying to come up with the best method of sorting for good practice before I get too far in to refactor the system effectively.

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  • Performance cost of running Ubuntu from external hard drive

    - by dandan78
    A friend just complained to me about Ubuntu being slow. Although I've noticed a certain lack of snappiness with Linux vs Windows in the past, I really can't say I've had much to grumble about with the recent distributions of Ubuntu. That said, his objections seem much worse than the ones I used to have and I know that his current setup is significantly more powerful than my laptop. And then it turned out he is running Ubuntu off an external HDD hooked up via USB2.0. The HD enclosure is USB3.0 but apparently he can't manage to get it to boot on USB3.0 so he switched to one of the USB2.0 ports or whatever and that works, albeit not very well. Now I would expect USB to add some overhead to communication between the computer and the HDD; SATA is after all designed to get the maximum out of a hard drive, whereas USB is, well, universal. What are your expreriences with booting off external HDDs? Edit: Does anybody know just how much of a slowdown can be expected?

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  • Would learning any (linguistic) language in particular further your programming career?

    - by Anonymous
    It seems apparent that English is the dominant international language for programming based on previous P.SE questions (though a highly upvoted comment correctly points out that asking a question like that on a predominantly English site will skew the results). However, is there benefit in learning a foreign language for software development? For example, do the Chinese have completely different software tools, languages, technologies, etc? How about Japanese, Russian, and other non-latin based languages? Is there an entire world of software development languages, tools and so on that only exist in these other languages? Or do people that know these languages use the tools and languages we know and love?

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  • Detect frameworks and/or CMS utilized on websites in Firefox

    - by jkneip
    I'm redesigning the website for my academic library and am examining other sites to determine to identify the technologies used. Things like: Web frameworks Javascript frameworks Server-side technology Content management system Now I've had some real success in Firefox using plugins like Wappalyzer, Firebug, and the DOM Inspector. But some sites just don't display any of the info. I'm looking for using these tools, especially it seems it an enterprise-level CMS is being used. Does anyone know of any other tools to detect this kind of data? Also with Firebug & the DOM Inspector, there is a lot of info. displayed and I wondered if there was a way to derive the presence of server-side technologies, CMS's, etc. within certain elements of a web page? Also, if this question is more relevant to another Stack Exchange site, please let me know and I'll post it there instead. Much thanks, Jason

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  • What do you do when you realize your job requires you to do something out of your depth?

    - by Billy ONeal
    For a large software project recently, I was really out of my depth. And I did actually know this; and that the only reason I was employed was mostly a lack of other qualified candidates. The job was to build a large application on top of PHP/MySQL, a system I had little experience with. (I did advise the employer of this beforehand -- I've been spoiled by C# ASP.NET/MVC and MSSQL Server) The main reason I applied was location, location, location -- on campus jobs which actually have any programming component are relatively rare. For almost a year and a half I've slogged through this, and I think I can say I know (at least somewhat) what I'm doing now. I've made some mistakes, torn out some hair, and moved on. (I'm still working on this system nowadays, but I no longer feel completely lost) In the future though, I'd like to keep my personal and professional self a little healthier than what occurred in this case. So I'm curious -- what's the best way to handle a situation like this?

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  • Samsung NP305U1A laptop won't resume from suspension

    - by Oskar Pålsson
    I just bought a Samsung NP305U1A laptop and installed Ubuntu Desktop 12.04 LTS on it. Whenever I suspend the computer and try to wake it back up, the monitor only shows a black screen and the only thing I can do is a hard reset. Kernel: 3.2.0-24-generic Graphic: Radeon HD 6320 Anybody know what to do? UPDATE I did some some research and remebered that I installed the "ATI/AMD proprietary FGLRX graphics driver" from the "Additional drivers" software bundled in Ubuntu. I also tried to install the "ATI/AMD proprietary FGLRX graphics driver (post-release updates)" but whenever I do, it gives me an error and I can't continue So I decided to make a clean install of Ubuntu 12.04 again and when i tried the suspension out-of-the-box, it did work. But since I can't install the drivers I need, HD video is choppy like hell. So perhaps the suspension bug was fixed in the post-release updates of the driver, but sadly I cannot install them, and I don't know why.

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  • Resources for improving your comprehension of recursion?

    - by Andrew M
    I know what recursion is (when a patten reoccurs within itself, typically a function that calls itself on one of its lines, after a breakout conditional... right?), and I can understand recursive functions if I study them closely. My problem is, when I see new examples, I'm always initially confused. If I see a loop, or a mapping, zipping, nesting, polymorphic calling, and so on, I know what's going just by looking at it. When I see recursive code, my thought process is usually 'wtf is this?' followed by 'oh it's recursive' followed by 'I guess it must work, if they say it does.' So do you have any tips/plans/resources for building up your skills in this area? Recursion is kind of a wierd concept so I'm thinking the way to tackle it may be equally wierd and inobvious.

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  • How do i make/setup a mailing list?

    - by acidzombie24
    I know i could program it myself but maybe there is a simple (thats the keyword) package. I like to add a box, snippet, form or page to my site for users to input their email address. Then i'd like it to automatically send email saying you have successfully subscribe. I'd want an unsubscribe link and i would be using smtp on google apps. I would like to send email with html so i can have a simple sentence with a complex link such as this I dont know if i'll get marked as spam if i try to send everyone an email at once? so i'd like the software to manage it. Also i'd like to get the emails in a simple format like csv. Is there a simple app that does this? if not i can write a simple form which does a simple insert (or delete when unsubscribing) and write a 200-300line app to send my emails out for me.

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  • Do I need an Ubuntu certification to teach Ubuntu

    - by Luis Alvarado
    I have several students that want a course of Ubuntu. I would like to know the following very important points: Do I need an Ubuntu certification to certified my students afterwards that they know Ubuntu. Can I use the Ubuntu logo, an Ubuntu symbol for the certificate that I would give out? Do I need permissions? Where should I ask for permission? Is this possible? Is there an Ubuntu certificate format available that I could use? Is there a site where I could sign to teach and promote Ubuntu to new users (Become an Ubuntu teacher)? What information and permissions might I need from Ubuntu or Canonical if I wanted to give courses about Ubuntu?

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  • Use virtual pageviews for all goal tracking

    - by Jeff Wu
    Hi Pro Webmasters, I'm new to Google Analytics and I'm wondering if it would be cleaner to user virtual pageviews for all the goal tracking on my website instead of using a mix of regular page views and virtual pageviews. I know in most cases this is just semantics but there are multiple pages where the same goal can be achieved and I think it would be cleaner just to fire the same virtual pageview instead of having two different goal pages. Will this model also give developers more flexibility when they do development? I know we are moving to a CMS and urls can get hairy, so I think this might be a good way to make analytics portion of the site "future proof". Any thoughts are appreciated! Thanks.

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  • Getting developers and support to work together

    - by Matt Watson
    Agile development has ushered in the norm of rapid iterations and change within products. One of the biggest challenges for agile development is educating the rest of the company. At my last company our biggest challenge was trying to continually train 100 employees in our customer support and training departments. It's easy to write release notes and email them to everyone. But for complex software products, release notes are not usually enough detail. You really have to educate your employees on the WHO, WHAT, WHERE, WHY, WHEN of every item. If you don't do this, you end up with customer service people who know less about your product than your users do. Ever call a company and feel like you know more about their product than their customer service people do? Yeah. I'm talking about that problem.WHO does the change effect?WHAT was the actual change?WHERE do I find the change in the product?WHY was the change made? (It's hard to support something if you don't know why it was done.)WHEN will the change be released?One thing I want to stress is the importance of the WHY something was done. For customer support people to be really good at their job, they need to understand the product and how people use it. Knowing how to enable a feature is one thing. Knowing why someone would want to enable it, is a whole different thing and the difference in good customer service. Another challenge is getting support people to better test and document potential bugs before escalating them to development. Trying to fix bugs without examples is always fun... NOT. They might as well say "The sky is falling, please fix it!"We need to over train the support staff about product changes and continually stress how they document and test potential product bugs. You also have to train the sales staff and the marketing team. Then there is updating sales materials, your website, product documentation and other items there are always out of date. Every product release causes this vicious circle of trying to educate the rest of the company about the changes.Do we need to record a simple video explaining the changes and email it to everyone? Maybe we should  use a simple online training type app to help with this problem. Ultimately the struggle is taking the time to do the training, but it is time well spent. It may save you a lot of time answering questions and fixing bugs later. How do we efficiently transfer key product knowledge from developers and product owners to the rest of the company? How have you solved these issues at your company?

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  • I feel stuck in the center of Python, How to get past beginner

    - by Isov5
    I really apologize if this doesn't follow the S.O rules but I need a little help, I personally still classify myself as a beginner in python, Yet I've wrote a very small and VERY SURE impractical program for my boss to use. I know I'm still a beginner because simple things still perplex me but every book I read for beginners honestly just rehashes what I do already know but every 'more advanced' book doesn't really allow me to learn, they depend on example files and I never really understand why they built 'said' function or 'said' class. So onto my question... Is there any recommendations on a book or ANYTHING that pushes me out of this stage, I've used head first and normally they are really good but my issue there is they have me back tracking just to move forward again, It worked in HTML but its confusing in Python, basically I think I need to build a program while following along, Again I like HeadFirst's style but I need something that isn't going to make me have to remember one thing just to forget it... for record, I've checked into some O'Reilly books

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  • Is Google showing ads from other companies or WordPress plugin is injecting ads which are not mine?

    - by Hafiz
    I am using WordPress for managing my blog sort of website, and I am using an Ad Injection plugin to place my ads where I want in a post. Plugin seems very good but I saw some ads which were not from ads networks which I was using. Now I have injected Google ads leaderboard at some place but I saw advertisement from this advertiser: http://www.adroll.com/about/privacy?utm_source=evidon&utm_medium=AdChoices&utm_campaign=privacy%2Bpolicy So I want to know whether ad injecting plugin is doing some trick or Google use ads from other networks too? Let me know so I can act accordingly and all good responses will be appreciated.

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  • Impulsioned jumping

    - by Mutoh
    There's one thing that has been puzzling me, and that is how to implement a 'faux-impulsed' jump in a platformer. If you don't know what I'm talking about, then think of the jumps of Mario, Kirby, and Quote from Cave Story. What do they have in common? Well, the height of your jump is determined by how long you keep the jump button pressed. Knowing that these character's 'impulses' are built not before their jump, as in actual physics, but rather while in mid-air - that is, you can very well lift your finger midway of the max height and it will stop, even if with desacceleration between it and the full stop; which is why you can simply tap for a hop and hold it for a long jump -, I am mesmerized by how they keep their trajetories as arcs. My current implementation works as following: While the jump button is pressed, gravity is turned off and the avatar's Y coordenate is decremented by the constant value of the gravity. For example, if things fall at Z units per tick, it will rise Z units per tick. Once the button is released or the limit is reached, the avatar desaccelerates in an amount that would make it cover X units until its speed reaches 0; once it does, it accelerates up until its speed matches gravity - sticking to the example, I could say it accelerates from 0 to Z units/tick while still covering X units. This implementation, however, makes jumps too diagonal, and unless the avatar's speed is faster than the gravity, which would make it way too fast in my current project (it moves at about 4 pixels per tick and gravity is 10 pixels per tick, at a framerate of 40FPS), it also makes it more vertical than horizontal. Those familiar with platformers would notice that the character's arc'd jump almost always allows them to jump further even if they aren't as fast as the game's gravity, and when it doesn't, if not played right, would prove itself to be very counter-intuitive. I know this because I could attest that my implementation is very annoying. Has anyone ever attempted at similar mechanics, and maybe even succeeded? I'd like to know what's behind this kind of platformer jumping. If you haven't ever had any experience with this beforehand and want to give it a go, then please, don't try to correct or enhance my explained implementation, unless I was on the right way - try to make up your solution from scratch. I don't care if you use gravity, physics or whatnot, as long as it shows how these pseudo-impulses work, it does the job. Also, I'd like its presentation to avoid a language-specific coding; like, sharing us a C++ example, or Delphi... As much as I'm using the XNA framework for my project and wouldn't mind C# stuff, I don't have much patience to read other's code, and I'm certain game developers of other languages would be interested in what we achieve here, so don't mind sticking to pseudo-code. Thank you beforehand.

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  • Code Review process

    - by Rubio
    I'm looking for a light-weight code review process. A couple of requirements, the reviewer must be able to do the review alone at the time of his/her choosing (not tied to check-ins), the reviewer must be able to easily find the target code, the review has to leave some document showing what was reviewed. I know there are tools available for code review but I work in a very ridig environment and introducing new tools is not an option. One idea I've been thinking about is to create a new Visual Studio Task List token called REVIEW, and use it to mark the code that needs reviewing. Something like, // REVIEW doe_john: New method, not sure about the exception. Then we would add a Review workitem in TFS (we're using the CMM template). Another possibility, which I would actually prefer, would be to have developers create a TFS Review workitem and add links to code to it, but I don't know if this is possible. Obviously you can add a link to a file, but I'd like to have a link to a particular method.

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  • What are some good Photo and Artwork APIs?

    - by Ryan T
    We had an idea for starting a ecards service and were looking into the possibility of populating our site using photo/artwork APIs. Due to legal reasons, Flikr probably won't work, although I've started to scour the web for other options. Basically we just need two functions the user should be able to browse the site's collection and choose a picture we should be able to recall and render a specific picture on our site. From there we should have no problem building our application. The main obstacle is that we're lacking content at the moment. I haven't been able to find too many examples of this being done, so I was wondering if anyone here might know people who have done something similar to what we're trying to do, or know of any leads that might be able to help us out. Suggestions for other APIs that are out there, or forums/communities that might be able to point us in the right direction are also welcome.

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  • How I might think like a hacker so that I can anticipate security vulnerabilities in .NET or Java before a hacker hands me my hat [closed]

    - by Matthew Patrick Cashatt
    Premise I make a living developing web-based applications for all form-factors (mobile, tablet, laptop, etc). I make heavy use of SOA, and send and receive most data as JSON objects. Although most of my work is completed on the .NET or Java stacks, I am also recently delving into Node.js. This new stack has got me thinking that I know reasonably well how to secure applications using known facilities of .NET and Java, but I am woefully ignorant when it comes to best practices or, more importantly, the driving motivation behind the best practices. You see, as I gain more prominent clientele, I need to be able to assure them that their applications are secure and, in order to do that, I feel that I should learn to think like a malevolent hacker. What motivates a malevolent hacker: What is their prime mover? What is it that they are most after? Ultimately, the answer is money or notoriety I am sure, but I think it would be good to understand the nuanced motivators that lead to those ends: credit card numbers, damning information, corporate espionage, shutting down a highly visible site, etc. As an extension of question #1--but more specific--what are the things most likely to be seeked out by a hacker in almost any application? Passwords? Financial info? Profile data that will gain them access to other applications a user has joined? Let me be clear here. This is not judgement for or against the aforementioned motivations because that is not the goal of this post. I simply want to know what motivates a hacker regardless of our individual judgement. What are some heuristics followed to accomplish hacker goals? Ultimately specific processes would be great to know; however, in order to think like a hacker, I would really value your comments on the broader heuristics followed. For example: "A hacker always looks first for the low-hanging fruit such as http spoofing" or "In the absence of a CAPTCHA or other deterrent, a hacker will likely run a cracking script against a login prompt and then go from there." Possibly, "A hacker will try and attack a site via Foo (browser) first as it is known for Bar vulnerability. What are the most common hacks employed when following the common heuristics? Specifics here. Http spoofing, password cracking, SQL injection, etc. Disclaimer I am not a hacker, nor am I judging hackers (Heck--I even respect their ingenuity). I simply want to learn how I might think like a hacker so that I may begin to anticipate vulnerabilities before .NET or Java hands me a way to defend against them after the fact.

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  • Resolution independent physics

    - by user46877
    I'm making a game like Doodlejump but don't know how to make the physics scale on multiple resolutions. I also can't find anything related to this on Google. Right now I'm scaling the game using letterboxing and tested scaling the jump height with this code: gravity = graphics.getHeight() * 0.001f; jumpVel = graphics.getHeight() * -0.04f; ... velY += gravity; y += velY; But if I test this on my smartphone or emulator with different resolutions, I always get a slightly different jump height. I know that Farseer is resolution independent. How can I replicate this in my game? Thanks in advance.

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  • Returning null vs Throwing exceptions

    - by Svish
    Is in a bit of disagreement with a more experienced developer on this issue, and was wondering what you guys here think about this. Environment is Java, EJB 3, services, etc. The code I wrote calls a service to get things and to create things. Problem was that I got null pointer exceptions in places that didn't make sense. For example when I asked the service to create an object, I got null back. And when I tried to look up an object with an id I knew existed, I still got null back. Was like it was ignoring me. Spent some time trying to figure out what was wrong in my code (since I'm less experienced I usually assume I have messed up). Turns out the reason was security. If the user principal using my service didn't have the right permissions to use the service I called from my service, then that service simply returned null. The services that are here already are usually not documented either, so this is just something you have to know... somehow... So here is the thing: I mean that this is rather confusing as a developer interacting with this service. To me it would make much more sense if that service thew an exception which would tell me that hey, you don't have the proper permissions to get info about this thing or to create this new thing. I would then immediately know why my service wasn't working as expected. However, he argued that asking is not wrong. Exceptions should only be thrown when there is an error and asking for a thing is not an error. Even if you don't have permission to "see" that the thing you asked for. The things are often looked up in a GUI by users and for those users not having the right permissions, these things simply "do not exist". So, in short: Asking is not wrong, hence no exception. Get methods return null because to those users those things "doesn't exist". Create methods return null because nothing was created, since the user wasn't allowed to create anything. So, what do you guys think? Is this normal and/or good practice? I prefer exceptions as I prefer throwing and catching exceptions because I find it much easier to know what's going on. So I would for example also prefer to throw a NotFoundException if you asked for an id which didn't exist, rather than returning null. Anyways, just curious to what others think about this as I'm not the most experienced developer yet.

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  • How can I find a position between 4 vertices in a fragment shader?

    - by c4sh
    I'm creating a shader with SharpDX (DirectX11 in C#) that takes a segment (2 points) from the output of a Vertex Shader and then passes them to a Geometry Shader, which converts this line into a rectangle (4 points) and assigns the four corners a texture coordinate. After that I want a Fragment Shader (which recieves the interpolated position and the interpolated texture coordinates) that checks the depth at the "spine of the rectangle" (that is, in the line that passes through the middle of the rectangle. The problem is I don't know how to extract the position of the corresponding fragment at the spine of the rectangle. This happens because I have the texture coordinates interpolated, but I don't know how to use them to get the fragment I want, because the coordinate system of a) the texture and b) the position of my fragment in screen space are not the same. Thanks a lot for any help.

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  • Constant game speed independent of variable FPS in OpenGL with GLUT?

    - by Nazgulled
    I've been reading Koen Witters detailed article about different game loop solutions but I'm having some problems implementing the last one with GLUT, which is the recommended one. After reading a couple of articles, tutorials and code from other people on how to achieve a constant game speed, I think that what I currently have implemented (I'll post the code below) is what Koen Witters called Game Speed dependent on Variable FPS, the second on his article. First, through my searching experience, there's a couple of people that probably have the knowledge to help out on this but don't know what GLUT is and I'm going to try and explain (feel free to correct me) the relevant functions for my problem of this OpenGL toolkit. Skip this section if you know what GLUT is and how to play with it. GLUT Toolkit: GLUT is an OpenGL toolkit and helps with common tasks in OpenGL. The glutDisplayFunc(renderScene) takes a pointer to a renderScene() function callback, which will be responsible for rendering everything. The renderScene() function will only be called once after the callback registration. The glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0) takes the number of milliseconds to pass before calling the callback processAnimationTimer(). The last argument is just a value to pass to the timer callback. The processAnimationTimer() will not be called each TIMER_MILLISECONDS but just once. The glutPostRedisplay() function requests GLUT to render a new frame so we need call this every time we change something in the scene. The glutIdleFunc(renderScene) could be used to register a callback to renderScene() (this does not make glutDisplayFunc() irrelevant) but this function should be avoided because the idle callback is continuously called when events are not being received, increasing the CPU load. The glutGet(GLUT_ELAPSED_TIME) function returns the number of milliseconds since glutInit was called (or first call to glutGet(GLUT_ELAPSED_TIME)). That's the timer we have with GLUT. I know there are better alternatives for high resolution timers, but let's keep with this one for now. I think this is enough information on how GLUT renders frames so people that didn't know about it could also pitch in this question to try and help if they fell like it. Current Implementation: Now, I'm not sure I have correctly implemented the second solution proposed by Koen, Game Speed dependent on Variable FPS. The relevant code for that goes like this: #define TICKS_PER_SECOND 30 #define MOVEMENT_SPEED 2.0f const int TIMER_MILLISECONDS = 1000 / TICKS_PER_SECOND; int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void processAnimationTimer(int value) { // setups the timer to be called again glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Requests to render a new frame (this will call my renderScene() once) glutPostRedisplay(); } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) // Setup the timer to be called one first time glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Read the current time since glutInit was called currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } This implementation doesn't fell right. It works in the sense that helps the game speed to be constant dependent on the FPS. So that moving from point A to point B takes the same time no matter the high/low framerate. However, I believe I'm limiting the game framerate with this approach. Each frame will only be rendered when the time callback is called, that means the framerate will be roughly around TICKS_PER_SECOND frames per second. This doesn't feel right, you shouldn't limit your powerful hardware, it's wrong. It's my understanding though, that I still need to calculate the elapsedTime. Just because I'm telling GLUT to call the timer callback every TIMER_MILLISECONDS, it doesn't mean it will always do that on time. I'm not sure how can I fix this and to be completely honest, I have no idea what is the game loop in GLUT, you know, the while( game_is_running ) loop in Koen's article. But it's my understanding that GLUT is event-driven and that game loop starts when I call glutMainLoop() (which never returns), yes? I thought I could register an idle callback with glutIdleFunc() and use that as replacement of glutTimerFunc(), only rendering when necessary (instead of all the time as usual) but when I tested this with an empty callback (like void gameLoop() {}) and it was basically doing nothing, only a black screen, the CPU spiked to 25% and remained there until I killed the game and it went back to normal. So I don't think that's the path to follow. Using glutTimerFunc() is definitely not a good approach to perform all movements/animations based on that, as I'm limiting my game to a constant FPS, not cool. Or maybe I'm using it wrong and my implementation is not right? How exactly can I have a constant game speed with variable FPS? More exactly, how do I correctly implement Koen's Constant Game Speed with Maximum FPS solution (the fourth one on his article) with GLUT? Maybe this is not possible at all with GLUT? If not, what are my alternatives? What is the best approach to this problem (constant game speed) with GLUT? I originally posted this question on Stack Overflow before being pointed out about this site. The following is a different approach I tried after creating the question in SO, so I'm posting it here too. Another Approach: I've been experimenting and here's what I was able to achieve now. Instead of calculating the elapsed time on a timed function (which limits my game's framerate) I'm now doing it in renderScene(). Whenever changes to the scene happen I call glutPostRedisplay() (ie: camera moving, some object animation, etc...) which will make a call to renderScene(). I can use the elapsed time in this function to move my camera for instance. My code has now turned into this: int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void renderScene(void) { (...) // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Setup the camera position and looking point SceneCamera.LookAt(); // All drawing code goes inside this function drawCompleteScene(); glutSwapBuffers(); /* Redraw the frame ONLY if the user is moving the camera (similar code will be needed to redraw the frame for other events) */ if(!IsTupleEmpty(cameraDirection)) { glutPostRedisplay(); } } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } Conclusion, it's working, or so it seems. If I don't move the camera, the CPU usage is low, nothing is being rendered (for testing purposes I only have a grid extending for 4000.0f, while zFar is set to 1000.0f). When I start moving the camera the scene starts redrawing itself. If I keep pressing the move keys, the CPU usage will increase; this is normal behavior. It drops back when I stop moving. Unless I'm missing something, it seems like a good approach for now. I did find this interesting article on iDevGames and this implementation is probably affected by the problem described on that article. What's your thoughts on that? Please note that I'm just doing this for fun, I have no intentions of creating some game to distribute or something like that, not in the near future at least. If I did, I would probably go with something else besides GLUT. But since I'm using GLUT, and other than the problem described on iDevGames, do you think this latest implementation is sufficient for GLUT? The only real issue I can think of right now is that I'll need to keep calling glutPostRedisplay() every time the scene changes something and keep calling it until there's nothing new to redraw. A little complexity added to the code for a better cause, I think. What do you think?

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  • Rotate view matrix based on touch coordinates

    - by user1055947
    I'm working on an Android game where I need to rotate the camera around the origin based on the user dragging their finger. My view matrix has initial position of sitting on the negative z and facing origin. I have succeeded in moving the camera through rotation left or right, up or down based on the user dragging the finger, but my problem is obviously that after I drag my finger up/down and rotate say 90 degrees so my intial position of -z is now +y and still facing origin, if I drag my finger left/right I want to rotate from +y to +x, but what happens is it rotates around the pole +y. This is to be expected as I am mapping 2D touch drag coords to 3D space, but I dont know where to start trying to do what I want. Perhaps someone can point me in the right direction, I've been googling for a while now but I don't know what I want to do is called! Edit __ What I was looking for is called an ArcBall, google it for lots of info on it.

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  • Programming and Ubiquitous Language (DDD) in a non-English domain

    - by Sandor Drieënhuizen
    I know there are some questions already here that are closely related to this subject but none of them take Ubiquitous Language as the starting point so I think that justifies this question. For those who don't know: Ubiquitous Language is the concept of defining a (both spoken and written) language that is equally used across developers and domain experts to avoid inconsistencies and miscommunication due to translation problems and misunderstanding. You will see the same terminology show up in code, conversations between any team member, functional specs and whatnot. So, what I was wondering about is how to deal with Ubiquitous Language in non-English domains. Personally, I strongly favor writing programming code in English completely, including comments but ofcourse excluding constants and resources. However, in a non-English domain, I'm forced to make a decision either to: Write code reflecting the Ubiquitous Language in the natural language of the domain. Translate the Ubiquitous Language to English and stop communicating in the natural language of the domain. Define a table that defines how the Ubiquitous Language translates to English. Here are some of my thoughts based on these options: 1) I have a strong aversion against mixed-language code, that is coding using type/member/variable names etc. that are non-English. Most programming languages 'breathe' English to a large extent and most of the technical literature, design pattern names etc. are in English as well. Therefore, in most cases there's just no way of writing code entirely in a non-English language so you end up with mixed languages anyway. 2) This will force the domain experts to start thinking and talking in the English equivalent of the UL, something that will probably not come naturally to them and therefore hinders communication significantly. 3) In this case, the developers communicate with the domain experts in their native language while the developers communicate with each other in English and most importantly, they write code using the English translation of the UL. I'm sure I don't want to go for the first option and I think option 3 is much better than option 2. What do you think? Am I missing other options? UPDATE Today, about year later, having dealt with this issue on a daily basis, I have to say that option 3 has worked out pretty well for me. It wasn't as tedious as I initially feared and translating in real time while talking to the client wasn't a problem either. I also found the following advantages to be true, based on my experience. Translating the UL makes you pay more attention to defining the UL and even the domain itself, especially when you don't know how to translate a term and you have to start looking through dictionaries etc. This has even caused me to reconsider domain modeling decisions a few times. It helps you make your knowledge of the English language more profound. Obviously, your code is much more pleasant to look at instead of being a mind boggling obscenity.

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  • WPF properties memory management

    - by mrpyo
    I'm trying to build binding system similar to the one that is used in WPF and I ran into some memory leaking problems, so here comes my question - how is memory managed in WPF property system? From what I know in WPF values of DependencyProperties are stored in external containers - what I wanna know is how are they collected when DependencyObject dies? Simplest solution would be to store them is some weak reference dictionary - but here comes the main problem I ran into - when there is a listener on property that needs reference to its (this property) parent it holds it (the parent) alive (when value of weak reference dictionary points somewhere, even indirectly, to key - it can't be collected). How is it avoided in WPF without the need of using weak references everywhere?

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