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  • Camera not staying behind model while moving in circle

    - by ChocoMan
    I have a camera behind a model (3rd Person) and I'm having problems KEEPING it behind the model. When I first start my game, you see the back of the model. If the model moves forward, backward or strafe left or right, the camera moves along accordingly. When the model rotates (stationary), the camera rotates accordingly with the model still pointing at the model's back. So far, so good. The problem comes when the player is BOTH moving and rotating at the same time. Take for example a model moving in a circular pattern like running around a track. As the model moves in this motion, the model rotates slightly more with each complete rotation. Eventually, instead of looking at the model's back, eventually you will see the model in a profile view and before you know it, the model's front is facing the camera. And when you stop moving the model, the model stays in that position. So, as long as my model is stationary and rotating in one place, the camera rotates correctly. But as soon as there is any sort movement while rotating, the model is offset by a mysterious increasing amount. How can I keep the camera maintaining the same view no matter how I move AND rotate at the same time? // Rotates model and pitches camera on its own axis public void modelRotMovement(GamePadState pController) { /* For rotating the model left or right. * Camera maintains distance from model * throughout rotation and if model moves * to a new position. */ Yaw = pController.ThumbSticks.Right.X * MathHelper.ToRadians(speedAngleMAX); AddRotation = Quaternion.CreateFromAxisAngle(Vector3.Up, yaw); //AddRotation = Quaternion.CreateFromYawPitchRoll(Yaw, 0, 0); ModelLoad.MRotation *= AddRotation; MOrientation = Matrix.CreateFromQuaternion(ModelLoad.MRotation); Pitch = pController.ThumbSticks.Right.Y * MathHelper.ToRadians(speedAngleMAX); AddPitch = Quaternion.CreateFromAxisAngle(Vector3.Up, pitch); ModelLoad.CRotation *= AddPitch; COrientation = Matrix.CreateFromQuaternion(ModelLoad.CRotation); } // Orbit (yaw) Camera around model public void cameraYaw(float yaw) { Vector3 yawAngle = ModelLoad.CameraPos - ModelLoad.camTarget; Vector3 axisYaw = Vector3.Up; ModelLoad.CameraPos = Vector3.Transform(yawAngle, Matrix.CreateFromAxisAngle(axisYaw, yaw)) + ModelLoad.camTarget; }

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  • Choosing between two programmers: experience vs. passion

    - by Duke
    I am in a position where I have to hire a programmer and have the option of 2 candidates, the first has experience but he doesn't have a passion for coding and he says so while the second doesn't have the experience but he has the passion, he did well in the interview and is certified. We have the resources to train someone, but I really don't want to blow this process and hire someone who will be disappointing can anyone help me as to how to approach this situation.

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  • JCP EC Nomination Materials for 2012

    - by heathervc
    The nomination period of the 2012 Annual JCP EC Elections will begin at the end of September 2012.  The JCP will be accept self-nominations for 2 seats on what will become the merged JCP EC, starting 28 September, with the nomination period ending on Thursday, 11 October. JCP Members (JSPA 2 primary contacts) will receive messages with instructions for nominating and their login credentials via email.  You will need this credential information to login and complete the nomination.The JCP EC Special Election schedule is posted online in the JCP calendar, highlights are below:Nominations for elected seats: 28 September-11 OctoberBallot (ratified and elected): 16-29 OctoberNew members take office: 13 November The ballot with nominees for ratified and nominated seats begins on 16 October. The results will also be available on jcp.org on 30 October. If you are attending JavaOne 2012 in San Francisco, there are several events happening that you may be interested in attending, in particular the following BOF session.Meet the JCP Executive Committee CandidatesSession ID: BOF6307Location: Hilton San Francisco - Golden Gate 3/4/5Date and Time: 10/2/12, 4:30 PM - 5:15 PM We will also be hosting a call for all of the candidates following the nomination period.  The following information is required for self-nomination.1) Contact information/Biography Each EC seat is represented by two people - a primary and alternate representative. Provide the following information for each representative: - Name - Title - Email Address - Mailing Address - Phone Number - Fax - A brief biography (3-5 sentences/~100-200 words) for primary contact - Photograph (prefer jpg format, head only shot) for primary contactBios and photos for the EC members are posted here:http://jcp.org/en/press/news/ec-feature_MEhttp://jcp.org/en/press/news/ec-feature_SE2) Qualification StatementA brief (2-3 paragraph) description of your qualifications for an EC seat; this is a Qualification Statement for the organization you represent. It should include the value and perspective you bring to the EC, your interests in the JCP program, as well as a summary of your current participation or planned participation in the JCP program (your entire organization)--JSRs, participation on Expert Groups, meetings/events attended, etc.  This statement will appear on the ballot and will convince community members that they should vote for you, so please include relevant information about your experience within the JCP program and your investments in Java technology.A few sample qualification statements are available here.3) Position PaperOne of the pieces of information we make available to the JCP membership for voting purposes is a position paper.  If you would like to provide this type of information for the ballot, please prepare in pdf format for posting.  This would be more detail on areas that you would put focus into during your tenure on the JCP EC.You can read more about some of the topics under discussion in the EC here, including links to JCP.Next materials. If you have an interest in participating in the JCP EC, please start preparing these materials now.  We look forward to a successful election process.

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  • The SmartAssembly Rearchitecture

    - by Simon Cooper
    You may have noticed that not a lot has happened to SmartAssembly in the past few months. However, the team has been very busy behind the scenes working on an entirely new version of SmartAssembly. SmartAssembly 6.5 Over the past few releases of SmartAssembly, the team had come to the realisation that the current 'architecture' - grown organically, way before RedGate bought it, from a simple name obfuscator over the years into a full-featured obfuscator and assembly instrumentation tool - was simply not up to the task. Not for what we wanted to do with it at the time, and not what we have planned for the future. Not only was it not up to what we wanted it to do, but it was severely limiting our development capabilities; long-standing bugs in the root architecture that couldn't be fixed, some rather...interesting...design decisions, and convoluted logic that increased the complexity of any bugfix or new feature tenfold. So, we set out to fix this. Earlier this year, a new engine was written on which SmartAssembly would be based. Over the following few months, each feature was ported over to the new engine and extensively tested by our existing unit and integration tests. The engine was linked into the existing UI (no easy task, due to the tight coupling between the UI and old engine), and existing RedGate products were tested on the new SmartAssembly to ensure the new engine acted in the same way. The result is SmartAssembly 6.5. The risks of a rearchitecture Are there risks to rearchitecting a product like SmartAssembly? Of course. There was a lot of undocumented behaviour in the old engine, and as part of the rearchitecture we had to find this behaviour, define it, and document it. In the process we found some behaviour of the old engine that simply did not make sense; hence the changes in pruning & obfuscation behaviour in the release notes. All the special edge cases we had to find, document, and re-implement. There was a chance that these special cases would not be found until near the end of the project, when everything is functionally complete and interacting together. By that stage, it would be hard to go back and change anything without a whole lot of extra work, delaying the release by months. We always knew this was a possibility; our initial estimate of the time required was '4 months, ± 4 months'. And that was including various mitigation strategies to reduce the likelihood of these issues being found right at the end. Fortunately, this worst-case did not happen. However, the rearchitecture did produce some benefits. As well as numerous bug fixes that we could not fix any other way, we've also added logging that lets you find out exactly why a particular field or property wasn't pruned or obfuscated. There's a new command line interface, we've tested it with WP7.1 and Silverlight 5, and we've added a new option to error reporting to improve the performance of instrumented apps by ~10%, at the cost of inaccurate line numbers in reports. So? What differences will I see? Largely none. SmartAssembly 6.5 produces the same output as SmartAssembly 6.2. The performance of 6.5 will be much faster for some users, and generally the same as 6.2 for the remaining. If you've encountered a bug with previous versions of SmartAssembly, I encourage you to try 6.5, as it has most likely been fixed in the rearchitecture. If you encounter a bug with 6.5, please do tell us; we'll be doing another release quite soon, so we'll aim to fix any issues caused by 6.5 in that release. Most importantly, the new architecture finally allows us to implement some Big Things with SmartAssembly we've been planning for many months; these will fundamentally change how you build, release and monitor your application. Stay tuned for further updates!

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  • Volume range is narrow in 12.04

    - by Alejandro
    I have upgraded to Ubuntu 12.04 and I have a problem with the volume. The problem is that the volume is 0 when the volume bar is between 0% and 66% more or less, so the actual volume range is only between 66% and 100%. If I open the sound configuration menu, the position in the volume bar that makes the sound begin sounding (66% more or less) is placed where it says "no amplification". Can anyone help me? Thank you.

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  • Choosing between two programmers: experience vs. passion

    - by Duke
    I am in a position where I have to hire a programmer and have the option of 2 candidates, the first has experience but he doesn't have a passion for coding and he says so while the second doesn't have the experience but he has the passion, he did well in the interview and is certified. We have the resources to train someone, but I really don't want to blow this process and hire someone who will be disappointing. Can anyone help me as to how to approach this situation?

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  • Advice for a getting a job in algorithmic trading - writing faster code

    - by Alex
    I am currently an intermediate Java developer working in the financial industry. I am considering trying to get into an algorithmic trading developer position. I am looking for any advice/resources that may help me obtain such a job. My naive initial thoughts are to concentrate on learning how to write faster, more memory efficient code whilst maintaining readability. Can anyone point me in the right direction of some useful resources for what I am aiming to achieve?

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  • Microsoft turning into a toothless tiger?

    <b>Technology & Life Integrationt:</b> "Many moons ago ( and I am not talking about those drunken moons at passing cars :), while the IT jungle was still fresh and green. There was a big blue king of the jungle. This top monkey position was usurped by an up and coming tiger that, while the tigers name seemed small and soft, it wasn't afraid to show its teeth."

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  • .Net Reflector 6.5 EAP now available

    - by CliveT
    With the release of CLR 4 being so close, we’ve been working hard on getting the new C# and VB language features implemented inside Reflector. The work isn’t complete yet, but we have some of the features working. Most importantly, there are going to be changes to the Reflector object model, and we though it would be useful for people to see the changes and have an opportunity to comment on them. Before going any further, we should tell you what the EAP contains that’s different from the released version. A number of bugs have been fixed, mainly bugs that were raised via the forum. This is slightly offset by the fact that this EAP hasn’t had a whole lot of testing and there may have been new bugs introduced during the development work we’ve been doing. The C# language writer has been changed to display in and out co- and contra-variance markers on interfaces and delegates, and to display default values for optional parameters in method definitions. We also concisely display values passed by reference into COM calls. However, we do not change callsites to display calls using named parameters; this looks like hard work to get right. The forthcoming version of the C# language introduces dynamic types and dynamic calls. The new version of Reflector should display a dynamic call rather than the generated C#: dynamic target = MyTestObject(); target.Hello("Mum"); We have a few bugs in this area where we are not casting to dynamic when necessary. These have been fixed on a branch and should make their way into the next EAP. To support the dynamic features, we’ve added the types IDynamicMethodReferenceExpression, IDynamicPropertyIndexerExpression, and IDynamicPropertyReferenceExpression to the object model. These types, based on the versions without “Dynamic” in the name, reflect the fact that we don’t have full information about the method that is going to be called, but only have its name (as a string). These interfaces are going to change – in an internal version, they have been extended to include information about which parameter positions use runtime types and which use compile time types. There’s also the interface, IDynamicVariableDeclaration, that can be used to determine if a particular variable is used at dynamic call sites as a target. A couple of these language changes have also been added to the Visual Basic language writer. The new features are exposed only when the optimization level is set to .NET 4. When the level is set this high, the other standard language writers will simply display a message to say that they do not handle such an optimization level. Reflector Pro now has 4.0 as an optional compilation target and we have done some work to get the pdb generation right for these new features. The EAP version of Reflector no longer installs the add-in on startup. The first time you run the EAP, it displays the integration options dialog. You can use the checkboxes to select the versions of Visual Studio into which you want to install the EAP version. Note that you can only have one version of Reflector Pro installed in Visual Studio; if you install into a Visual Studio that has another version installed, the previous version will be removed. Please try it out and send your feedback to the EAP forum.

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  • Carl Icahn fait à nouveau pression sur Apple, le milliardaire veut forcer le lancement d'un programme de rachat d'actions de 150 milliards de dollars

    Carl Icahn fait à nouveau pression sur Apple, le milliardaire veut forcer le lancement d'un programme de rachat d'actions de 150 milliards de dollars Le milliardaire Carl Icahn met encore plus de pression à l'équipe dirigeante d'Apple. Dans une lettre adressée au patron d'Apple Tim Cook et rendue publique jeudi dernier, il affirme détenir 4,73 millions de titres Apple, une position qu'il chiffre à 2,5 milliards de dollars. Cela représente un près de 0,7% du capital du groupe.Dans sa lettre,...

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  • How does the Trash Can work, and where can I find official documentation, reference, or specification for it?

    - by MestreLion
    When trying to manage trash can from mounted NTFS volumes, I ended up reading FreeDesktop.org's reference on it. Poking around and doing some tests, I realized Ubuntu/Gnome does not follow the specs 100%. Here's why: For non-/ partitions, it always uses <driveroot>/.Trash-<uid>, It never used <driveroot>/.Trash/<uid>, even when i created it in advance. While this works, it's annoying: if I have 15 users, I end up with 15 /.Trash-xxx folders in my drive, while the other approach would still give a single folder (with 15 sub-folders). That "pollution" in my drives is very unpleasant. And specs say "If an $topdir/.Trash directory is absent, an $topdir/.Trash-$uid directory is to be used". Well, it IS present, so why does it never use it? root trash does not work, at least not out of the box. Open nautilus as root and click on trash; it gives an error. Try to delete any file, it says "it can't move to trash". Ok, I know this can be fixed by creating /root/.local/share. But specs says "A “home trash” directory SHOULD be automatically created for any new user. If this directory is needed for a trashing operation but does not exist, the implementation SHOULD automatically create it, without any warnings or delays.". Why the error then? Bug? Why must I change /etc/fstab entries for mounted volumes, adding options like uid and guid, if the volumes are already mounted as RW for everyone? These are just some examples of deviation from the standard. So, the question is: "If Ubuntu does not adhere 100% to the spec, HOW exactly does the trash work? WHERE can i find a technical reference for Ubuntu's implementation of the trash?" By the way: if Ubuntu does happen to follow specs, please tell me what I am doing wrong, especially regarding the /.Trash-<uid> vs /.Trash/<uid> issue. Thanks! EDIT: Some more info: If a given fs has no support for the sticky bit (VFAT, NTFS), it probably doesn't have for permissions either (at least VFAT surely doesn't). So what prevents one user from purging / restoring other users' ./Trash-xxx ? If one can read/write his own Trash, one can do the same for the whole drive, including other's trashes, correct? Or does Gnome have some kind of "extra" protection on ./Trash-xxx folders on VFAT/NTFS fs? If Linux can "emulate" file permissions on NTFS mounting by editing /fstab uid and gid options, can it also "emulate" the sticky bit? I would really prefer to use /.Trash/xxx format... For the root issue: for the / partition, I can use trash as root, and it goes to /root/.local/shate/Trash. But if I click on Nautilus "Trash" (as root), I get an error. Don't you? So files are correctly trashed, but I can't access it. All I can do is manually "purge" them (by deleting files on /root/.local/shate/Trash), but restoring would be very tricky (opening info files and manually moving, etc.). For non-/ partitions (or at least for VFAT/NTFS), I can not even use trash as root: it does not create a ./Trash-0 folder, it simply says "Cannot trash, want to permanently delete?" Why? About fstab: i use it for a permanent mount for my NTFS partitions. I have several, and if not "pre-mounted" they really clutter the desktop and/or Nautilus. I'd rather have it pre-mounted, integrated in my fs, in mounts like /data , /windows/xp , /windows/vista , and so on, and leave /media and its "mount/unmount" flexibility just for truly removable drives. So, if Ubuntu/Gnome truly follows the spec, is there any way to fix the root issues and to "emulate" the sticky bit for (at least) my fstab'ed NTFS fixed partitions?

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  • 65536% Autogrowth!

    - by Tara Kizer
    Twice a year, we move our production systems to our disaster recovery site.  Last Saturday night was one of those days.  There are about 50 SQL Server databases to be moved to the DR site, which is done via database mirroring.  It takes only a few seconds to failover, but some databases have a bit more involved work such as setting up replication.  Everything went relatively smooth, but we encountered a weird bug on our most mission critical system.  After everything was successfully failed over to the DR site, it was noticed that mirroring was in a suspended state on one of the databases.  We thought we had run into a SQL Server 2005 bug that we had been encountering and were working with Microsoft on a fix.  Microsoft did fix it in both SQL Server 2005 service pack 3 cumulative update package 13 and service pack 4 cumulative update package 2, however SP3 CU13 and SP4 both recently failed on this system so we were not patched yet with the bug fix.  As the suspended state was causing us issues with replication, we dropped mirroring.  We then noticed we had 10MB of free disk space on the mount point where the principal’s data files are stored.  I knew something went amiss as this system should have at least 150GB free on that mount point.  I immediately checked the main database’s data file and was shocked to see an autgrowth size of 65536%.  The data file autogrew right before mirroring went into the suspended state. 65536%! I didn’t have a lot of time to research if this autgrowth problem was a known SQL Server bug, so I deferred that research to today.  A quick Google search yielded no results but emphasis on “quick”.  I checked our performance system, which was recently restored with a copy of the affected production database, and found the autogrowth setting to be 512MB.  So this autogrowth bug was encountered sometime in the last two weeks.  On February 26th, we had attempted to install SQL 2005 SP4 on production, however it had failed (PSS case open with Microsoft).  I suspected that the SP4 failure was somehow related to this autgrowth bug although that turned out not to be the case. I then tweeted (@TaraKizer) about this problem to see if the SQL Server community (#sqlhelp) had any insights.  It seems several people have either heard of this bug or encountered it.  Aaron Bertrand (blog|twitter) referred me to this Connect item. Our affected database originated on SQL Server 2000 and was upgraded to SQL Server 2005 in 2007.  Back on SQL Server 2000, we were using the default file growth setting which was a percentage.  Sometime after the 2005 upgrade is when we changed it to 512MB.  Our situation seemed to fit the bug Aaron referred to me, so now the question was whether Microsoft had fixed it yet. I received a reply to my tweet from Amit Banerjee (twitter) that it had been fixed in SP3 CU1 (KB958004).  My affected system is SP3 CU8, so I was initially confused why we had encountered the bug.  Because I don’t read things fully, I had missed that there are additional steps you have to follow after applying the bug fix.  Amit set me straight.  Although you can read this information in the KB article, I will also copy it here in case you are as lazy as me and miss the most important section of it (although if you are as lazy as me, you won’t have read this far down my blog post): This hotfix will prevent only future occurrences of this problem. For example, if you restore a database from SQL Server 2000 to a SQL Server 2005 instance that contains this hotfix, this problem will not occur. However, if you already have a database that is affected by this problem, you must follow these steps to resolve this problem manually: Apply this hotfix. Set the file growth settings for the affected files to percentage settings, and then set the settings back to megabyte settings. Take the database offline, and then bring it back online. Verify that the values of the is_percent_growth column are correct in the sys.database_files system table and in the sys.master_files system table.

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  • Looking into the JQuery Image Zoom Plugin

    - by nikolaosk
    I have been using JQuery for a couple of years now and it has helped me to solve many problems on the client side of web development.  You can find all my posts about JQuery in this link. In this post I will be providing you with a hands-on example on the JQuery Image Zoom Plugin.If you want you can have a look at this post, where I describe the JQuery Cycle Plugin.You can find another post of mine talking about the JQuery Carousel Lite Plugin here.I will be writing more posts regarding the most commonly used JQuery Plugins. I have been using extensively this plugin in my websites.You can use this plugin to move mouse around an image and see a zoomed in version of a portion of it. In this hands-on example I will be using Expression Web 4.0.This application is not a free application. You can use any HTML editor you like. You can use Visual Studio 2012 Express edition. You can download it here.  You can download this plugin from this link I launch Expression Web 4.0 and then I type the following HTML markup (I am using HTML 5) <html lang="en">  <head>    <title>Liverpool Legends</title>        <meta http-equiv="Content-Type" content="text/html;charset=utf-8" >        <link rel="stylesheet" type="text/css" href="style.css">        <script type="text/javascript" src="jquery-1.8.3.min.js"> </script>     <script type="text/javascript" src="jqzoom.pack.1.0.1.js"></script>        <script type="text/javascript">        $(function () {            $(".nicezoom").jqzoom();        });    </script>       </head>  <body>    <header>        <h1>Liverpool Legends</h1>    </header>        <div id="main">            <a href="championsofeurope-large.jpg" class="nicezoom" title="Champions">        <img src="championsofeurope.jpg"  title="Champions">    </a>          </div>            <footer>        <p>All Rights Reserved</p>      </footer>     </body>  </html>   This is a very simple markup. I have added one large and one small image (make sure you use your own when trying this example) I have added references to the JQuery library (current version is 1.8.3) and the JQuery Image Zoom Plugin. Then I add 2 images in the main div element.Note the class nicezoom inside the href element. The Javascript code that makes it all happen follows.    <script type="text/javascript">        $(function () {            $(".nicezoom").jqzoom();        });    </script>     It couldn't be any simpler than that. I view my simple in Internet Explorer 10 and it works as expected. I have tested this simple solution in all major browsers and it works fine.Inside the head section we can add another Javascript script utilising some more options regarding the zoom plugin.   <script type="text/javascript">            $(function () {        var options = {                  zoomType: 'standard',                  lens:true,                  preloadImages: true,                  alwaysOn:false,                  zoomWidth: 400,                  zoomHeight: 350,                  xOffset:190,                  yOffset:80,                  position:'right'                          };          $('.nicezoom').jqzoom(options);      });         </script> I would like to explain briefly what some of those options mean. zoomType - Other admitted option values are 'reverse','drag','innerzoom' zoomWidth - The popup window width showing the zoomed area zoomHeight - The popup window height showing the zoomed area xOffset - The popup window x offset from the small image.  yOffset - The popup window y offset from the small image.  position - The popup window position.Admitted values:'right' ,'left' ,'top' ,'bottom' preloadImages - if set to true,jqzoom will preload large images. You can test it yourself and see the results in your favorite browser. Hope it helps!!!

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  • Back to Basics: Structuring a Web Page with CSS and ASP.NET

    Nick Harrison explains why such habits as using nested HTML Tables to position content in the right place on the browser page is bad practice and, nowadays, avoidable. This is just one 'Markup smell' that he discusses on the way to demonstrating the benefits of CSS Style-sheets and ASP.NET Master Pages. span.fullpost {display:none;}

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  • How to implement smooth flocking

    - by Craig
    I'm working on a simple survival game, avoid the big guy and chase the the small guys to stay alive for as long as possible. I have taken the chase and evade example from MSDN create and drawn 20 mice on the screen. I want the small guys to flock when they arent evading. They are doing this, but it isnt as smooth as I would like it to be. How do i make the movement smoother? Its very jittery.# Below is what I have going at the moment, flocking code is within the IF statement, when it isnt set to evading. Any help would be greatly appreciated! :) namespace ChaseAndEvade { class MouseSprite { public enum MouseAiState { // evading the cat Evading, // the mouse can't see the "cat", and it's wandering around. Wander } // how fast can the mouse move? public float MaxMouseSpeed = 4.5f; // and how fast can it turn? public float MouseTurnSpeed = 0.20f; // MouseEvadeDistance controls the distance at which the mouse will flee from // cat. If the mouse is further than "MouseEvadeDistance" pixels away, he will // consider himself safe. public float MouseEvadeDistance = 100.0f; // this constant is similar to TankHysteresis. The value is larger than the // tank's hysteresis value because the mouse is faster than the tank: with a // higher velocity, small fluctuations are much more visible. public float MouseHysteresis = 60.0f; public Texture2D mouseTexture; public Vector2 mouseTextureCenter; public Vector2 mousePosition; public MouseAiState mouseState = MouseAiState.Wander; public float mouseOrientation; public Vector2 mouseWanderDirection; int separationImpact = 4; int cohesionImpact = 6; int alignmentImpact = 2; int sensorDistance = 50; public void UpdateMouse(Vector2 position, MouseSprite [] mice, int numberMice, int index) { Vector2 catPosition = position; int enemies = numberMice; // first, calculate how far away the mouse is from the cat, and use that // information to decide how to behave. If they are too close, the mouse // will switch to "active" mode - fleeing. if they are far apart, the mouse // will switch to "idle" mode, where it roams around the screen. // we use a hysteresis constant in the decision making process, as described // in the accompanying doc file. float distanceFromCat = Vector2.Distance(mousePosition, catPosition); // the cat is a safe distance away, so the mouse should idle: if (distanceFromCat > MouseEvadeDistance + MouseHysteresis) { mouseState = MouseAiState.Wander; } // the cat is too close; the mouse should run: else if (distanceFromCat < MouseEvadeDistance - MouseHysteresis) { mouseState = MouseAiState.Evading; } // if neither of those if blocks hit, we are in the "hysteresis" range, // and the mouse will continue doing whatever it is doing now. // the mouse will move at a different speed depending on what state it // is in. when idle it won't move at full speed, but when actively evading // it will move as fast as it can. this variable is used to track which // speed the mouse should be moving. float currentMouseSpeed; // the second step of the Update is to change the mouse's orientation based // on its current state. if (mouseState == MouseAiState.Evading) { // If the mouse is "active," it is trying to evade the cat. The evasion // behavior is accomplished by using the TurnToFace function to turn // towards a point on a straight line facing away from the cat. In other // words, if the cat is point A, and the mouse is point B, the "seek // point" is C. // C // B // A Vector2 seekPosition = 2 * mousePosition - catPosition; // Use the TurnToFace function, which we introduced in the AI Series 1: // Aiming sample, to turn the mouse towards the seekPosition. Now when // the mouse moves forward, it'll be trying to move in a straight line // away from the cat. mouseOrientation = ChaseAndEvadeGame.TurnToFace(mousePosition, seekPosition, mouseOrientation, MouseTurnSpeed); // set currentMouseSpeed to MaxMouseSpeed - the mouse should run as fast // as it can. currentMouseSpeed = MaxMouseSpeed; } else { // if the mouse isn't trying to evade the cat, it should just meander // around the screen. we'll use the Wander function, which the mouse and // tank share, to accomplish this. mouseWanderDirection and // mouseOrientation are passed by ref so that the wander function can // modify them. for more information on ref parameters, see // http://msdn2.microsoft.com/en-us/library/14akc2c7(VS.80).aspx ChaseAndEvadeGame.Wander(mousePosition, ref mouseWanderDirection, ref mouseOrientation, MouseTurnSpeed); // if the mouse is wandering, it should only move at 25% of its maximum // speed. currentMouseSpeed = .25f * MaxMouseSpeed; Vector2 separate = Vector2.Zero; Vector2 moveCloser = Vector2.Zero; Vector2 moveAligned = Vector2.Zero; // What the AI does when it sees other AIs for (int j = 0; j < enemies; j++) { if (index != j) { // Calculate a vector towards another AI Vector2 separation = mice[index].mousePosition - mice[j].mousePosition; // Only react if other AI is within a certain distance if ((separation.Length() < this.sensorDistance) & (separation.Length()> 0) ) { moveAligned += mice[j].mouseWanderDirection; float distance = Math.Abs(separation.Length()); if (distance == 0) distance = 1; moveCloser += mice[j].mousePosition; separation.Normalize(); separate += separation / distance; } } } if (moveAligned.LengthSquared() != 0) { moveAligned.Normalize(); } if (moveCloser.LengthSquared() != 0) { moveCloser.Normalize(); } moveCloser /= enemies; mice[index].mousePosition += (separate * separationImpact) + (moveCloser * cohesionImpact) + (moveAligned * alignmentImpact); } // The final step is to move the mouse forward based on its current // orientation. First, we construct a "heading" vector from the orientation // angle. To do this, we'll use Cosine and Sine to tell us the x and y // components of the heading vector. See the accompanying doc for more // information. Vector2 heading = new Vector2( (float)Math.Cos(mouseOrientation), (float)Math.Sin(mouseOrientation)); // by multiplying the heading and speed, we can get a velocity vector. the // velocity vector is then added to the mouse's current position, moving him // forward. mousePosition += heading * currentMouseSpeed; } } }

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  • Antitrust : Bruxelles soumet les nouvelles propositions de Google à ses concurrents, ils ont un mois pour les tester et les commenter

    Antitrust : Bruxelles soumet les nouvelles propositions de Google à ses concurrents, ils ont un mois pour les tester et les commenter C'est la seconde fois que les concurrents de Google sont invités à tester les propositions de la firme afin de mettre un terme aux accusations d'abus de position dominante. Bruxelles leur a fait parvenir lundi des questionnaires afin qu'ils testent les nouveaux remèdes proposés par Google, soupçonné de biaiser la concurrence sur les marchés de la recherche...

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  • 3Ds Max is exporting model with more normals than vertices

    - by Delta
    I made a simple teapot with the "Create Standard Primitives" option and exported it as a collada file, ended up with this: < float_array id="Teapot001-POSITION-array" count="1590" < float_array id="Teapot001-Normal0-array" count="9216" For what I know there should be only one normal per vertex, am I wrong? What am I supposed to do with that much normals? Just put them on the normal buffer all at once normally?

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  • RiverTrail - JavaScript GPPGU Data Parallelism

    - by JoshReuben
    Where is WebCL ? The Khronos WebCL working group is working on a JavaScript binding to the OpenCL standard so that HTML 5 compliant browsers can host GPGPU web apps – e.g. for image processing or physics for WebGL games - http://www.khronos.org/webcl/ . While Nokia & Samsung have some protype WebCL APIs, Intel has one-upped them with a higher level of abstraction: RiverTrail. Intro to RiverTrail Intel Labs JavaScript RiverTrail provides GPU accelerated SIMD data-parallelism in web applications via a familiar JavaScript programming paradigm. It extends JavaScript with simple deterministic data-parallel constructs that are translated at runtime into a low-level hardware abstraction layer. With its high-level JS API, programmers do not have to learn a new language or explicitly manage threads, orchestrate shared data synchronization or scheduling. It has been proposed as a draft specification to ECMA a (known as ECMA strawman). RiverTrail runs in all popular browsers (except I.E. of course). To get started, download a prebuilt version https://github.com/downloads/RiverTrail/RiverTrail/rivertrail-0.17.xpi , install Intel's OpenCL SDK http://www.intel.com/go/opencl and try out the interactive River Trail shell http://rivertrail.github.com/interactive For a video overview, see  http://www.youtube.com/watch?v=jueg6zB5XaM . ParallelArray the ParallelArray type is the central component of this API & is a JS object that contains ordered collections of scalars – i.e. multidimensional uniform arrays. A shape property describes the dimensionality and size– e.g. a 2D RGBA image will have shape [height, width, 4]. ParallelArrays are immutable & fluent – they are manipulated by invoking methods on them which produce new ParallelArray objects. ParallelArray supports several constructors over arrays, functions & even the canvas. // Create an empty Parallel Array var pa = new ParallelArray(); // pa0 = <>   // Create a ParallelArray out of a nested JS array. // Note that the inner arrays are also ParallelArrays var pa = new ParallelArray([ [0,1], [2,3], [4,5] ]); // pa1 = <<0,1>, <2,3>, <4.5>>   // Create a two-dimensional ParallelArray with shape [3, 2] using the comprehension constructor var pa = new ParallelArray([3, 2], function(iv){return iv[0] * iv[1];}); // pa7 = <<0,0>, <0,1>, <0,2>>   // Create a ParallelArray from canvas.  This creates a PA with shape [w, h, 4], var pa = new ParallelArray(canvas); // pa8 = CanvasPixelArray   ParallelArray exposes fluent API functions that take an elemental JS function for data manipulation: map, combine, scan, filter, and scatter that return a new ParallelArray. Other functions are scalar - reduce  returns a scalar value & get returns the value located at a given index. The onus is on the developer to ensure that the elemental function does not defeat data parallelization optimization (avoid global var manipulation, recursion). For reduce & scan, order is not guaranteed - the onus is on the dev to provide an elemental function that is commutative and associative so that scan will be deterministic – E.g. Sum is associative, but Avg is not. map Applies a provided elemental function to each element of the source array and stores the result in the corresponding position in the result array. The map method is shape preserving & index free - can not inspect neighboring values. // Adding one to each element. var source = new ParallelArray([1,2,3,4,5]); var plusOne = source.map(function inc(v) {     return v+1; }); //<2,3,4,5,6> combine Combine is similar to map, except an index is provided. This allows elemental functions to access elements from the source array relative to the one at the current index position. While the map method operates on the outermost dimension only, combine, can choose how deep to traverse - it provides a depth argument to specify the number of dimensions it iterates over. The elemental function of combine accesses the source array & the current index within it - element is computed by calling the get method of the source ParallelArray object with index i as argument. It requires more code but is more expressive. var source = new ParallelArray([1,2,3,4,5]); var plusOne = source.combine(function inc(i) { return this.get(i)+1; }); reduce reduces the elements from an array to a single scalar result – e.g. Sum. // Calculate the sum of the elements var source = new ParallelArray([1,2,3,4,5]); var sum = source.reduce(function plus(a,b) { return a+b; }); scan Like reduce, but stores the intermediate results – return a ParallelArray whose ith elements is the results of using the elemental function to reduce the elements between 0 and I in the original ParallelArray. // do a partial sum var source = new ParallelArray([1,2,3,4,5]); var psum = source.scan(function plus(a,b) { return a+b; }); //<1, 3, 6, 10, 15> scatter a reordering function - specify for a certain source index where it should be stored in the result array. An optional conflict function can prevent an exception if two source values are assigned the same position of the result: var source = new ParallelArray([1,2,3,4,5]); var reorder = source.scatter([4,0,3,1,2]); // <2, 4, 5, 3, 1> // if there is a conflict use the max. use 33 as a default value. var reorder = source.scatter([4,0,3,4,2], 33, function max(a, b) {return a>b?a:b; }); //<2, 33, 5, 3, 4> filter // filter out values that are not even var source = new ParallelArray([1,2,3,4,5]); var even = source.filter(function even(iv) { return (this.get(iv) % 2) == 0; }); // <2,4> Flatten used to collapse the outer dimensions of an array into a single dimension. pa = new ParallelArray([ [1,2], [3,4] ]); // <<1,2>,<3,4>> pa.flatten(); // <1,2,3,4> Partition used to restore the original shape of the array. var pa = new ParallelArray([1,2,3,4]); // <1,2,3,4> pa.partition(2); // <<1,2>,<3,4>> Get return value found at the indices or undefined if no such value exists. var pa = new ParallelArray([0,1,2,3,4], [10,11,12,13,14], [20,21,22,23,24]) pa.get([1,1]); // 11 pa.get([1]); // <10,11,12,13,14>

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  • OpenGL and gluUnProject, 3d object following mouse

    - by Robert
    i have a 3d object and i want him to "follow" my mouse position, so i use gluUnProject function to convert screen coordinates to 3d world coordinates and i translate this object with the new coordinates. Its working but i have a problem, my object can follow my mouse but he is moving extremely fast, when i move my mouse a little bit(something like 2 pixels), its moving extremly fast in the 3d world. I want something like that : http://www.youtube.com/watch?v=90zS8SVUAIY (red circle following mouse). Thanks for your help.

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  • The Written Roles of Chief Technology Officer

    - by Jon Hopkins
    A follow up to this question: The Written Roles of Software Development Manager What is the role and what are the responsibilities of a CTO when it's done well, with particular reference to how it might pertain to a programmer with aspirations towards this sort of position? (Reason for asking - it's one potential career destination for programmers looking to move away from a purely hands-on role and for those with this sort of ambition it's worth knowing what it actually entails).

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  • MPEG-2 playback inconsistent

    - by DustByte
    Many years ago I gave up on Linux because video playback was choppy. Now I'm back, and video playback is still playing up... I have two MPEG files: good.mpg bad.mpg. Here is some information about the two files, using avprobe: My machine is Intel Core 2 Duo E8400 @ 3.00GHz x 2, 64-bit. I do not know what graphics card I have. I run Ubuntu 12.04. So far I have had no problems with YouTube and playback of various video files, including playback of the file good.mpg, included in the avprobe snapshot above. However, the file bad.mpg gives me headache! The file bad.mpg is produced by a respectable "Old-video-tapes-to-DVD" company. I converted over 10 Video-8 tapes to MPEG through them, and today I collected my hard drive containing the MPEG files. Unfortunately I have problem watching them! Here are some details: Using Totem Movie Player 3.0.1 works well for several seconds, then it gets choppy and the playback is not at all smooth. Also the player easily freezes for a while when trying to jump to another position in the file. Most strangely though, the total time is shown as 0:42 (42 seconds) instead of the true 00:39:11: The VLC media player is doing a better job. It shows the correct total length, but as soon as I jump in the video to a new position, it stalls. Playback also stalls after 30 seconds if I press play and leave it. Using Handbrake and choosing bad.mpg as the source, gives me: There is only one title to choose, and it is 6 min 53 seconds. I would have guessed the full 39 minutes of the video should have shown. Lastly, putting the file bad.mpg in Dropbox and viewing it on my iPad with the Dropbox app seems fine (disregard the lack of easy jumping forward due to real-time encoding when streaming it). My question is simple: What is going on?! Why do I have problem to play the MPEG-2 files I just paid good money for (the issue with bad.mpg applies to all files I had encoded)? Is it an issue with my particular Linux machine? The graphics card? But why has everything worked fine so far, and why does not the good.mpg file cause any problems?

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  • Drawing isometric map in canvas / javascript

    - by Dave
    I have a problem with my map design for my tiles. I set player position which is meant to be the middle tile that the canvas is looking at. How ever the calculation to put them in x:y pixel location is completely messed up for me and i don't know how to fix it. This is what i tried: var offset_x = 0; //used for scrolling on x var offset_y = 0; //used for scrolling on y var prev_mousex = 0; //for movePos function var prev_mousey = 0; //for movePos function function movePos(e){ if (prev_mousex === 0 && prev_mousey === 0) { prev_mousex = e.pageX; prev_mousey = e.pageY; } offset_x = offset_x + (e.pageX - prev_mousex); offset_y = offset_y + (e.pageY - prev_mousey); prev_mousex = e.pageX; prev_mousey = e.pageY; run = true; } player_posx = 5; player_posy = 55; ct = 19; for (i = (player_posx-ct); i < (player_posx+ct); i++){ //horizontal for (j=(player_posy-ct); j < (player_posy+ct); j++){ // vertical //img[0] is 64by64 but the graphic is 64by32 the rest is alpha space var x = (i-j)*(img[0].height/2) + (canvas.width/2)-(img[0].width/2); var y = (i+j)*(img[0].height/4); var abposx = x - offset_x; var abposy = y - offset_y; ctx.drawImage(img[0],abposx,abposy); } } Now based on these numbers the first render-able tile is I = 0 & J = 36. As numbers in the negative are not in the array. But for I=0 and J= 36 the position it calculates is : -1120 : 592 Does any one know how to center it to canvas view properly?

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  • What technique to use when trying to drag elements around on a canvas

    - by choise
    I want to achieve two things in my java swing application: First, i need a canvas zone where i can drag elements (a rectangle or a circle) from the outside of a pane inside the canvas and place it at the position where they where dropped. also it should be possible to select an element on the canvas and move it around and drop it on another location on the canvas. what techniques would fit best to do such a job? Please leave a comment if something is unclear.

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