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  • What training book should I choose after Microsoft's Application Development Foundation (70-536)?

    - by codys-hole
    I've just finished 70-536 ("Microsoft .NET Framework - Application Development Foundation") Microsoft training book from Microsoft Press. I found it quite good. I have also done the 70-528 ("Microsoft .NET Framework 2.0 - Web-based Client Development") book. What book should I be reading next? I am job hunting, so I want to be marketable for a position as a software developer. What will make me stand out from the crowd and get the job?

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  • Ubuntu Touch se lance à la conquête de l'écosystème mobile, l'OS de Canonical pourra-t-il s'imposer face à la concurrence ?

    Ubuntu Touch se lance à la conquête de l'écosystème mobile l'OS de Canonical pourra-t-il s'imposer face à la concurrence ? Le marché des smartphones a le vent en poupe. Les ventes de tablettes sont sur le point de surpasser celles des PC. L'univers du mobile devient donc un secteur incontournable de l'IT.Actuellement, Google domine largement le monde du mobile avec Android. iOS figure en en bonne position et Windows Phone innove pour se faire une place au soleil. L'écosystème système mobile est...

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  • How to open the terminal? (Mis-configured the profile)

    - by JiminP
    I am quite new to Ubuntu. (I started to use Ubuntu about a year ago, but I don't know how to use things like terminal well. All I used by console was easy things like ls or cd, to use gcc.) Today, I found 'profile' property of the terminal, and I created a new profile. Then, I changed some properties like font color and opacity. Soon, I found something like 'command', and for test, I set that to ls. I closed and re-opened the terminal. However, the terminal terminates right after it appeared. I soon remembered that there was option like 'close right after the command is executed'. Therefore, I can't use Gnome Terminal D: ... I found Konsole at Ubuntu software center, but that's just not my style (especially cursor, its position is little weird...). Question : How to change the profile of Gnome Terminal, without opening it?

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  • Top Search Engine Optimization Strategies to Get High Rankings in Google For Your Business Websites

    The search Engine optimization strategies are mainly used to take your website rank to top 10 position. Having a higher rank in a search engine means that your business website will receive more traffic from Google and other search engines. This will eventually also mean that you will be able to have more customers and make more money off of your business, all at no additional cost to you!

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  • Resuming from hibernation shows a fuzzy "static" screen

    - by Ross
    When I resume from hibernation in Ubuntu 10.10 the screen shows static, very similar to what you see on an analogue TV that hasn't been tuned properly. This also occurs on boot from shut down, but only for a moment after the Plymouth boot screen. The static lasts for at least 5 minutes. An odd thing that happens is that the mouse pointer, as a lighter square of static, becomes visible and you can move it around. Attempting to change into a terminal (i.e. Ctrl+Alt+F1) doesn't seem to work (and I'm not sure if that can be done from the login screen). Resuming from suspend has different issues - vertical lines appearing for a second before appearing to be in terminal mode (blinking cursor) and then going to the lock screen. I'm running Ubuntu 10.10 on a Dell Studio 15 with ATI graphics, however I'm not using the proprietary drivers as I had issues with dual-screen support, so it's the generic X.org drivers being used.

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  • New: ZFS Storage Appliance Videos

    - by Roxana Babiciu
    Check out part one of a new video series for ZFS Storage Appliance. In video #1, you’ll learn about the advantages built into Oracle’s ZS3 Storage Appliance that come from the unique position that Oracle holds in the market. In video #2, you’ll learn how best to monitor large ZS3 installations as well as the use of Enterprise Manager as a complement to dtrace analytics at the ZFS Storage Appliance device level.

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  • Why is the Right Keyword So Important?

    If you are in the Internet Marketing business, you have probably asked yourself hundred of times, how much money you can make if you are in first position in Google rankings? Well, you can make thousands, but also you can make nothing. This is because money that you can make depends completely on the keyword that your web site is ranked for.

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  • Accounting for waves when doing planar reflections

    - by CloseReflector
    I've been studying Nvidia's examples from the SDK, in particular the Island11 project and I've found something curious about a piece of HLSL code which corrects the reflections up and down depending on the state of the wave's height. Naturally, after examining the brief paragraph of code: // calculating correction that shifts reflection up/down according to water wave Y position float4 projected_waveheight = mul(float4(input.positionWS.x,input.positionWS.y,input.positionWS.z,1),g_ModelViewProjectionMatrix); float waveheight_correction=-0.5*projected_waveheight.y/projected_waveheight.w; projected_waveheight = mul(float4(input.positionWS.x,-0.8,input.positionWS.z,1),g_ModelViewProjectionMatrix); waveheight_correction+=0.5*projected_waveheight.y/projected_waveheight.w; reflection_disturbance.y=max(-0.15,waveheight_correction+reflection_disturbance.y); My first guess was that it compensates for the planar reflection when it is subjected to vertical perturbation (the waves), shifting the reflected geometry to a point where is nothing and the water is just rendered as if there is nothing there or just the sky: Now, that's the sky reflecting where we should see the terrain's green/grey/yellowish reflection lerped with the water's baseline. My problem is now that I cannot really pinpoint what is the logic behind it. Projecting the actual world space position of a point of the wave/water geometry and then multiplying by -.5f, only to take another projection of the same point, this time with its y coordinate changed to -0.8 (why -0.8?). Clues in the code seem to indicate it was derived with trial and error because there is redundancy. For example, the author takes the negative half of the projected y coordinate (after the w divide): float waveheight_correction=-0.5*projected_waveheight.y/projected_waveheight.w; And then does the same for the second point (only positive, to get a difference of some sort, I presume) and combines them: waveheight_correction+=0.5*projected_waveheight.y/projected_waveheight.w; By removing the divide by 2, I see no difference in quality improvement (if someone cares to correct me, please do). The crux of it seems to be the difference in the projected y, why is that? This redundancy and the seemingly arbitrary selection of -.8f and -0.15f lead me to conclude that this might be a combination of heuristics/guess work. Is there a logical underpinning to this or is it just a desperate hack? Here is an exaggeration of the initial problem which the code fragment fixes, observe on the lowest tessellation level. Hopefully, it might spark an idea I'm missing. The -.8f might be a reference height from which to deduce how much to disturb the texture coordinate sampling the planarly reflected geometry render and -.15f might be the lower bound, a security measure.

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  • b2Body moves without stopping

    - by SentineL
    I got a quite strange bug. It is difficult to explain it in two words, but i'll try to do this in short. My b2Body has restitution, friction, density, mass and collision group. I controlling my b2Body via setting linear velocity to it (called on every iteration): (void)moveToDirection:(CGPoint)direction onlyHorizontal:(BOOL)horizontal { b2Vec2 velocity = [controlledObject getBody]-GetLinearVelocity(); double horizontalSpeed = velocity.x + controlledObject.acceleration * direction.x; velocity.x = (float32) (abs((int) horizontalSpeed) < controlledObject.runSpeed ? horizontalSpeed : controlledObject.maxSpeed * direction.x); if (!horizontal) { velocity.y = velocity.y + controlledObject.runSpeed * direction.y; } [controlledObject getBody]->SetLinearVelocity(velocity); } My floor is static b2Body, it has as restitution, friction, density, mass and same collision group in some reason, I'm setting b2Body's friction of my Hero to zero when it is moving, and returning it to 1 when he stops. When I'm pushing run button, hero runs. when i'm releasing it, he stops. All of this works perfect. On jumping, I'm setting linear velocity to my Hero: (void)jump { b2Vec2 velocity = [controlledObject getBody]->GetLinearVelocity(); velocity.y = velocity.y + [[AppDel cfg] getHeroJumpVlelocity]; [controlledObject getBody]->SetLinearVelocity(velocity); } If I'll run, jump, and release run button, while he is in air, all will work fine. And here is my problem: If I'll run, jump, and continue running on landing (or when he goes from one static body to another: there is small fall, probably), Hero will start move, like he has no friction, but he has! I checked this via beakpoints: he has friction, but I can move left of right, and he will never stop, until i'll jump (or go from one static body to another), with unpressed running button. I allready tried: Set friction to body on every iteration double-check am I setting friction to right fixture. set Linear Damping to Hero: his move slows down on gugged moveing. A little more code: I have a sensor and body fixtures in my hero: (void) addBodyFixture { b2CircleShape dynamicBox; dynamicBox.m_radius = [[AppDel cfg] getHeroRadius]; b2FixtureDef bodyFixtureDef; bodyFixtureDef.shape = &dynamicBox; bodyFixtureDef.density = 1.0f; bodyFixtureDef.friction = [[AppDel cfg] getHeroFriction]; bodyFixtureDef.restitution = [[AppDel cfg] getHeroRestitution]; bodyFixtureDef.filter.categoryBits = 0x0001; bodyFixtureDef.filter.maskBits = 0x0001; bodyFixtureDef.filter.groupIndex = 0; bodyFixtureDef.userData = [NSNumber numberWithInt:FIXTURE_BODY]; [physicalBody addFixture:bodyFixtureDef]; } (void) addSensorFixture { b2CircleShape sensorBox; sensorBox.m_radius = [[AppDel cfg] getHeroRadius] * 0.95; sensorBox.m_p.Set(0, -[[AppDel cfg] getHeroRadius] / 10); b2FixtureDef sensor; sensor.shape = &sensorBox; sensor.filter.categoryBits = 0x0001; sensor.filter.maskBits = 0x0001; sensor.filter.groupIndex = 0; sensor.isSensor = YES; sensor.userData = [NSNumber numberWithInt:FIXTURE_SENSOR]; [physicalBody addFixture:sensor]; } Here I'm tracking is hero in air: void FixtureContactListener::BeginContact(b2Contact* contact) { // We need to copy out the data because the b2Contact passed in // is reused. Squirrel *squirrel = (Squirrel *)contact->GetFixtureB()->GetBody()->GetUserData(); if (squirrel) { [squirrel addContact]; } } void FixtureContactListener::EndContact(b2Contact* contact) { Squirrel *squirrel = (Squirrel *)contact->GetFixtureB()->GetBody()->GetUserData(); if (squirrel) { [squirrel removeContact]; } } here is Hero's logic on contacts: - (void) addContact { if (contactCount == 0) [self landing]; contactCount++; } - (void) removeContact { contactCount--; if (contactCount == 0) [self flying]; if (contactCount <0) contactCount = 0; } - (void)landing { inAir = NO; acceleration = [[AppDel cfg] getHeroRunAcceleration]; [sprite stopAllActions]; (running ? [sprite runAction:[self runAction]] : [sprite runAction:[self standAction]]); } - (void)flying { inAir = YES; acceleration = [[AppDel cfg] getHeroAirAcceleration]; [sprite stopAllActions]; [self flyAction]; } here is Hero's moving logic: - (void)stop { running = NO; if (!inAir) { [sprite stopAllActions]; [sprite runAction:[self standAction]]; } } - (void)left { [physicalBody setFriction:0]; if (!running && !inAir) { [sprite stopAllActions]; [sprite runAction:[self runAction]]; } running = YES; moveingDirection = NO; [bodyControls moveToDirection:CGPointMake(-1, 0) onlyHorizontal:YES]; } - (void)right { [physicalBody setFriction:0]; if (!running && !inAir) { [sprite stopAllActions]; [sprite runAction:[self runAction]]; } running = YES; moveingDirection = YES; [bodyControls moveToDirection:CGPointMake(1, 0) onlyHorizontal:YES]; } - (void)jump { if (!inAir) { [bodyControls jump]; } } and here is my update method (called on every iteration): - (void)update:(NSMutableDictionary *)buttons { if (!isDead) { [self updateWithButtonName:BUTTON_LEFT inButtons:buttons whenPressed:@selector(left) whenUnpressed:@selector(stop)]; [self updateWithButtonName:BUTTON_RIGHT inButtons:buttons whenPressed:@selector(right) whenUnpressed:@selector(stop)]; [self updateWithButtonName:BUTTON_UP inButtons:buttons whenPressed:@selector(jump) whenUnpressed:@selector(nothing)]; [self updateWithButtonName:BUTTON_DOWN inButtons:buttons whenPressed:@selector(nothing) whenUnpressed:@selector(nothing)]; [sprite setFlipX:(moveingDirection)]; } [self checkPosition]; if (!running) [physicalBody setFriction:[[AppDel cfg] getHeroFriction]]; else [physicalBody setFriction:0]; } - (void)updateWithButtonName:(NSString *)buttonName inButtons:(NSDictionary *)buttons whenPressed:(SEL)pressedSelector whenUnpressed:(SEL)unpressedSelector { NSNumber *buttonNumber = [buttons objectForKey:buttonName]; if (buttonNumber == nil) return; if ([buttonNumber boolValue]) [self performSelector:pressedSelector]; else [self performSelector:unpressedSelector]; } - (void)checkPosition { b2Body *body = [self getBody]; b2Vec2 position = body->GetPosition(); CGPoint inWorldPosition = [[AppDel cfg] worldMeterPointFromScreenPixel:CGPointMake(position.x * PTM_RATIO, position.y * PTM_RATIO)]; if (inWorldPosition.x < 0 || inWorldPosition.x > WORLD_WIDGH / PTM_RATIO || inWorldPosition.y <= 0) { [self kill]; } }

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  • Hospital fined $1m for Patient Data Breach

    - by martin.abrahams
    As an illustration of the potential cost of accidental breaches, the US Dept of Health and Human Services recently fined a hospital $1m for losing documents relating to some of its patients. Allegedly, the documents were left on the subway by a hospital employee. For incidents in the UK, several local government bodies have been fined between £60k and £100k. Evidently, the watchdogs are taking an increasingly firm position.

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  • Gnome Shell opens as classic

    - by Joe Horgan
    I'm running 12.04 on a Gateway LT4004u netbook, and I installed Gnome3 using the apt-get commands in the terminal. When I rebooted and ran "Gnome Shell" it opened up classic mode. I thought that my cursor might have slipped the first time, but on multiple retries logging in under gnome shell would open the gnome classic desktop. I even uninstalled Gnome Shell and reinstalled it with software center, but I still have the same problem. I was wondering if this might be an issue with my graphics card? Any help would be much appreciated, thanks! -Joe

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  • Linking competitor with the same keyword i am targeting : Good or Bad for Seo?

    - by Badal Surana
    i am linking one of my competitors from my site for the same keyword which is i am targeting for my site.(My competitor is paying me for that) For Example: Me and my competitor both are targeting on keyword "foo" and my competitor paying me for linking his site from my site with keyword "foo" What i want to know is if i do that will my site's position go down in Google search results? or it will make no difference??

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  • ctrl + a doesn't work in browsers

    - by protos87
    The combination for select all (ctrl+a) doesn't work in a browser (either if we speak about firefox or chromium). It doesn't work if I try to clik in to the adress bar nor if I try to use it to select what I've written in google search bar at google.com. When I press ctrl + a it simply takes the cursor before the first letter. This doesn't happen when I use a text editor software like Libre Office. There the shortcut does what's supposed to do, selecting all the text. What could be the problem?

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  • 12.04 Server- No Such Partition After Adding HDD

    - by Mark
    12.04 server installed. Physically added a 1TB drive to system and I'm now getting: GRUB loading. error: no such partition. grub rescue> Any thoughts/suggestions? Mark EDIT: Once I create a partition on the new drive (with GParted from LiveCD), I get a blinking cursor at boot and nothing else. EDIT: Unplugged first drive and tried to install on 2nd (1TB v. 120GB). When creating partition I get Incorrect metadata area header checksum in virtual console(f4)

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  • Ubuntu Software Center and Update Manager fail to open

    - by Giancarlo Palmiotti
    After attempting to install Google Chrome i386 the installation failed. I then proceeded to the AMD64 to see if it was the problem but...... My computer froze and I forced shut down. Now apport has a message saying An Error occurred please run Package Manager to fix the problem E:the package google-chrome-stable needs to be reinstalled but but i cant find an archive on it) This usually means your packages have unmet dependencies. Solution anyone PS:Update manager does not work and I don't have Snyaptic. The file itself failed at the real real end and froze everything but the cursor.

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  • how to bind super+s to indicator applete complete? - gnome classic

    - by rrosa
    i use gnome classic, i'm not a mouse fan. when i get an email while i'm writing code, i i would super+s to get to the indicator-applet-complete and read it. also to write emails, or check unread instant messages. upgrading from 12.04 to 14.04 made super+s bind to applications menu rather than the indicator applet complete. i removed the binding from the applications using dconf-editor, navigating to: org-gnome-desktop-wm-keybindings and disabling (['disabled']) the panel-main-menu key. now, how do i bind super+s to the indicator applet complete? it seems to be some how binded, since if if press super+s and then move the cursor over the applet it'll open the drop down menus (and it won't if i hover without pressing super+s) but i don't want to have to use the mouse...

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  • Problems after upgrading from 10.04 to 12.04

    - by Paul D
    I upgraded to 12.04.1 from 10.04 recently and am running the Gnome Classic (no effects) desktop. I spent a couple of days tweaking the appearance and behaviour but there are two issues that I can't resolve. The mouse cursor frequently disappears, especially when scrolling through web pages or hovering over links/icons with tooltips. Moving the mouse brings the pointer back but it vanishes again almost immediately. Note I don't have unclutter or Parallels installed. The screen no longer fades to black when left idle for too long - it just cuts out. Bad news when watching content online. Any tips greatly appreciated. Cheers...

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  • Do Nvidia's drivers work in 12.10?

    - by Pratyush Nalam
    I recently upgraded to 12.10 and was just checking for proprietary drivers to be installed. I found this in software sources When I enabled Nvidia binary Xorg driver, unity disappears along with the launcher and everything. I just have the wallpaper. I did manage to open the terminal and open software sources and select the nouveau display driver which fixed it. Question is how to enable NVIDIA binary Xorg driver and have everything working? Hardware: Apple MacBook Pro 9,1 Mid 2012 15 inch non-retina. NVIDIA GeForce GT650M EDIT: I tried the solution here. And now, when I boot into Ubuntu, I get a blinking cursor. That's all! No tty1, nothing. help !!

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  • 3D collision physics. Response when hitting wall, floor or roof

    - by GlamCasvaluir
    I am having problem with the most basic physic response when the player collide with static wall, floor or roof. I have a simple 3D maze, true means solid while false means air: bool bMap[100][100][100]; The player is a sphere. I have keys for moving x++, x--, y++, y-- and diagonal at speed 0.1f (0.1 * ftime). The player can also jump. And there is gravity pulling the player down. Relative movement is saved in: relx, rely and relz. One solid cube on the map is exactly 1.0f width, height and depth. The problem I have is to adjust the player position when colliding with solids, I don't want it to bounce or anything like that, just stop. But if moving diagonal left/up and hitting solid up, the player should continue moving left, sliding along the wall. Before moving the player I save the old player position: oxpos = xpos; oypos = ypos; ozpos = zpos; vec3 direction; direction = vec3(relx, rely, relz); xpos += direction.x*ftime; ypos += direction.y*ftime; zpos += direction.z*ftime; gx = floor(xpos+0.25); gy = floor(ypos+0.25); gz = floor(zpos+0.25); if (bMap[gx][gy][gz] == true) { vec3 normal = vec3(0.0, 0.0, 1.0); // <- Problem. vec3 invNormal = vec3(-normal.x, -normal.y, -normal.z) * length(direction * normal); vec3 wallDir = direction - invNormal; xpos = oxpos + wallDir.x; ypos = oypos + wallDir.y; zpos = ozpos + wallDir.z; } The problem with my version is that I do not know how to chose the correct normal for the cube side. I only have the bool array to look at, nothing else. One theory I have is to use old values of gx, gy and gz, but I do not know have to use them to calculate the correct cube side normal.

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  • Calculating a circle or sphere along a vector

    - by Sparky
    Updated this post and the one at Math SE (http://math.stackexchange.com/questions/127866/calculating-a-circle-or-sphere-along-a-vector), hope this makes more sense. I previously posted a question (about half an hour ago) involving computations along line segments, but the question and discussion were really off track and not what I was trying to get at. I am trying to work with an FPS engine I am attempting to build in Java. The problem I am encountering is with hitboxing. I am trying to calculate whether or not a "shot" is valid. I am working with several approaches and any insight would be helpful. I am not a native speaker of English nor skilled in Math so please bear with me. Player position is at P0 = (x0,y0,z0), Enemy is at P1 = (x1,y1,z1). I can of course compute the distance between them easily. The target needs a "hitbox" object, which is basically a square/rectangle/mesh either in front of, in, or behind them. Here are the solutions I am considering: I have ruled this out...doesn't seem practical. [Place a "hitbox" a small distance in front of the target. Then I would be able to find the distance between the player and the hitbox, and the hitbox and the target. It is my understanding that you can compute a circle with this information, and I could simply consider any shot within that circle a "hit". However this seems not to be an optimal solution, because it requires you to perform a lot of calculations and is not fully accurate.] Input, please! Place the hitbox "in" the player. This seems like the better solution. In this case what I need is a way to calculate a circle along the vector, at whatever position I wish (in this case, the distance between the two objects). Then I can pick some radius that encompasses the whole player, and count anything within this area a "hit". I am open to your suggestions. I'm trying to do this on paper and have no familiarity with game engines. If any software folk out there think I'm doing this the hard way, I'm open to help! Also - Anyone with JOGL/LWJGL experience, please chime in. Is this making sense?

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  • Ubuntu Screensaver Freezes?

    - by user11833
    I am using ubuntu 10.04. Over the last couple of days, I am having a weird problem: once the machine gets into screen saver, it is impossible to get it "out". I do see the mouse cursor move as I move the mouse, but the login popup (with user / password) does not show up and the screen remains "frozen". Any idea what might be going wrong? For the time being, I have no choice but to restart the computer in order to be able to resume work. Thanks.

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  • Stuck at boot, both with wubi and USB

    - by Christoffer
    I have tried installing Ubuntu 12.04 through USB and with wubi interface. Nothing works. With USB, I will enter the main menu, doesn't matter what i choose, "install ubuntu on a hard drive" or "boot into ubuntu from USB". When I click on one of those it will scan my drives or something, and when it gets to the USB it gets stuck. It just stays there.... With wubi, the install goes fine, but when trying to boot for the first time to ubuntu it says "completing ubuntu installation"... NOTHING more happens, that cursor only blinks there. How can I get Ubuntu to work??? I got: 1TB HDD, 256GB HDD, 80GB SSD. I'm trying to install Ubuntu on my 256 GB HDD....

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  • How should game objects be aware of each other?

    - by Jefffrey
    I find it hard to find a way to organize game objects so that they are polymorphic but at the same time not polymorphic. Here's an example: assuming that we want all our objects to update() and draw(). In order to do that we need to define a base class GameObject which have those two virtual pure methods and let polymorphism kicks in: class World { private: std::vector<GameObject*> objects; public: // ... update() { for (auto& o : objects) o->update(); for (auto& o : objects) o->draw(window); } }; The update method is supposed to take care of whatever state the specific class object needs to update. The fact is that each objects needs to know about the world around them. For example: A mine needs to know if someone is colliding with it A soldier should know if another team's soldier is in proximity A zombie should know where the closest brain, within a radius, is For passive interactions (like the first one) I was thinking that the collision detection could delegate what to do in specific cases of collisions to the object itself with a on_collide(GameObject*). Most of the the other informations (like the other two examples) could just be queried by the game world passed to the update method. Now the world does not distinguish objects based on their type (it stores all object in a single polymorphic container), so what in fact it will return with an ideal world.entities_in(center, radius) is a container of GameObject*. But of course the soldier does not want to attack other soldiers from his team and a zombie doesn't case about other zombies. So we need to distinguish the behavior. A solution could be the following: void TeamASoldier::update(const World& world) { auto list = world.entities_in(position, eye_sight); for (const auto& e : list) if (auto enemy = dynamic_cast<TeamBSoldier*>(e)) // shoot towards enemy } void Zombie::update(const World& world) { auto list = world.entities_in(position, eye_sight); for (const auto& e : list) if (auto enemy = dynamic_cast<Human*>(e)) // go and eat brain } but of course the number of dynamic_cast<> per frame could be horribly high, and we all know how slow dynamic_cast can be. The same problem also applies to the on_collide(GameObject*) delegate that we discussed earlier. So what it the ideal way to organize the code so that objects can be aware of other objects and be able to ignore them or take actions based on their type?

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  • 12.10 starts up to just my desktop background [closed]

    - by Alex
    Possible Duplicate: Unity does not start after installing the fglrx drivers on 12.10 I have only just started using linux more than just instlling it on an old pc for fun and have just changed the driver settings from the default option. The computer starts up and goes through everything else well, but at slightly lower resolution. Once signing on to Ubuntu, it only displays my desktop background and cursor. Can i restore it to the default driver settings? I've spent a while transferring files and don't want to reinstall Ubuntu.

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