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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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  • Calculating 2D (screen) coordinates from 3D positions in XNA 4.0

    - by NDraskovic
    I have a program that draws some items to the scene by loading their positions from a file. Now I want to place a Ray on the same location where the items are drawn. So my question is how can I calculate the position of the ray (it's 2D components) by using 3D coordinates of each particular item? The items don't move anywhere, so once they are placed they stay until the end of the programs execution. Thanks.

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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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  • Collision resolution - Character walking on ascendent ground

    - by marcg11
    I don't know if the solution to this problem is quite straight-foward but I really don't know how to handle collision resolution on a game where the player walks on an ascendent floor which is not flat. How can the player position itself on the y axis depend on the ground x and z (opengl coords)? What if the floor's slope is too much and the player can't go up, how do you handle that? I don't need any code, just a simple explanation would be great.

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  • Understanding CTR in Google Webmaster Tools

    - by sam
    I've got a site that's showing a 9% CTR for a phrase in Google Webmaster Tools, but the average position for my site is 14th (this includes 7 local results for this phrase). I was a little confused as to what the CTR actually meant, is it : for each person who searches for that phrase 9% of them click my site. or for each person who actually sees my site in the search results 9% of them click through (bearing in mind 14th is high on page 2 when the local listings are used).

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  • How does Trash Can works? Where can i find official specification / documentation / reference about 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 use <driveroot>/.Trash-<uid>, It never used <driveroot>/.Trash/<uid>, even when i created it in advance. While this works, its 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 it never uses it? root trash does not work, at least not out of the box. Open nautilus as root and click on trash, it gives error. Try to delete any file, it says "it cant 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 error then? Bug? Why do i must 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 standard. So, the question is: "If Ubuntu does not adhere 100% to the spec, HOW exactly does the trash work? WHERE can i find technical reference about Ubuntu's implementation of the trash?" By the way: if Ubuntu does happen to follow specs, please tell me what am i doing wrong, specially regarding the /.Trash-<uid> vs /.Trash/<uid> issue. Thanks! EDIT: Some more info: If a given fs has no support for sticky bit (VFAT, NTFS), it probably dont have for permitions either (at least VFAT surely doesnt). So what prevents one user for purging / restoring other users ./Trash-xxx ? If one can read/write his own Trash, he can also do the same for the whole drive, including other's trashes, isnt it? Or does Gnome has any "extra" protection on ./Trash-xxx folders on VFAT/NTFS fs? If Linux can "emulate" file permitions on NTFS mounting by editing /fstab uid and gid options, can it also "emulate" the sticky bit? I would really want to use /.Trash/xxx format... For the root issue: for the / partition, i can trash as root, and it goes to /root/.local/shate/Trash. But if i click on Nautilus "Trash" (as root), i get an error. Dont you? So files are correctly trashed, but i cant 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 trash as root: it does not create a ./Trash-0 folder, it simply says "Cannot trash, want to permantly 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 cluttter desktop and/or Nautilus. Id 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 Si, if Ubuntu/Gnome truly follow 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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  • Dealing with state problems in functional programming

    - by Andrew Martin
    I've learned how to program primarily from an OOP standpoint (like most of us, I'm sure), but I've spent a lot of time trying to learn how to solve problems the functional way. I have a good grasp on how to solve calculational problems with FP, but when it comes to more complicated problems I always find myself reverting to needing mutable objects. For example, if I'm writing a particle simulator, I will want particle "objects" with a mutable position to update. How are inherently "stateful" problems typically solved using functional programming techniques?

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  • Learn more about SPARC by listening to our newly recorded podcasts

    - by Cinzia Mascanzoni
    Please listen to our newly recorded series of four podcasts focused on SPARC. The topics are: How SPARC T4 Servers Open New Opportunities SPARC Roadmap and SPARC T4 Architecture Highlights SPARC T4 For Installed Base Refresh and Consolidation SPARC T4 – How Does it Stack up Against the Competition? Rob Ludeman, from SPARC Product Management, and Thomas Ressler, WWA&C Alliances Consultant, are your hosts. The intent is to continue to help you understand how to position and sell SPARC/T4 into your customer architecture.Details on how to access these podcasts can be found here.

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  • SQL Server Substr Equivalent

    - by Derek D.
    The oracle function equivalent to the SQL Server function of Substr is: Substring. All spelled out. This function is actually identical to Oracle’s function.DECLARE @BaseString varchar(max)SET @BaseString = 'My grandmothers pillows are blue'SELECT SUBSTRING ( @BaseString -- The base string to extract from ,4 -- Start Position ,5 -- Length of Characters )The above query returns the value ‘grand’. Related Posts:»SQL Server Contains [...]

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  • Critical Threads Optimization

    - by Rafael Vanoni
    Background One of the more common issues we've been seeing in the field is the growing difficulty in optimizing performance of multi-threaded applications. A good portion of this difficulty is due to the increasing complexity of modern processors that present various degrees of sharing relationships between hardware components. Take any current CMT processor and you'll find any number of CPUs sharing execution pipelines, floating point units, caches, etc. Consequently, applying the traditional recipe of one software thread for each CPU will have varying degrees of success, according to the layout of the underlying hardware. On top of this increasing complexity we've also seen processors with features that aim at dynamically resourcing software threads according to their utilization. Intel's Turbo Boost allows processors to increase their operating frequency if there is enough thermal headroom available and the processor isn't fully utilized. More recently, the SPARC T4 processor introduced dynamic threading, allowing each core to dynamically allocate more resources to its active CPUs. Both cases are in essence recognizing that current processors will be running a wide mix of workloads, some will be designed for throughput, others for low latency. The hardware is providing mechanisms to dynamically resource threads according to their runtime behavior. We're very aware of these challenges in Solaris, and have been working to provide the best out of box performance while providing mechanisms to further optimize applications when necessary. The Critical Threads Optimzation was introduced in Solaris 10 8/11 and Solaris 11 as one such mechanism that allows customers to both address issues caused by contention over shared hardware resources and explicitly take advantage of features such as T4's dynamic threading. What it is The basic idea is to allow performance critical threads to execute with more exclusive access to hardware resources. For example, when deploying an application that implements a producer/consumer model, it'll likely be advantageous to give the producer more exclusive access to the hardware instead of having it competing for resources with all the consumers. In the case of a T4 based system, we may want to have a producer running by itself on a single core and create one consumer for each of the remaining CPUs. With the Critical Threads Optimization we're extending the semantics of scheduling priorities (which thread should run first) to include priority over shared resources (which thread should have more "space"). Now the scheduler will not only run higher priority threads first: it will also provide them with more exclusive access to hardware resources if they are available. How does it work ? Using the previous example in Solaris 11, all you'd have to do would be to place the producer in the Fixed Priority (FX) scheduling class at priority 60, or in the Real Time (RT) class at any priority and Solaris will try to give it more "hardware space". On both Solaris 10 8/11 and Solaris 11 this can be achieved through the existing priocntl(1,2) and priocntlset(2) interfaces. If your application already assigns these priorities to performance critical threads, there's no additional step you need to take. One important aspect of this optimization is that it requires some level of idleness in the system, either as a result of sizing the application before hand or through periods of transient idleness during runtime. If the system is fully committed, the scheduler will put all the available CPUs to work.Best practices If you're an application developer, we encourage you to look into assigning the right priorities for the different threads in your application. Solaris provides different scheduling classes (Time Share, Interactive, Fair Share, Fixed Priority and Real Time) that offer different policies and behaviors. It is not always simple to figure out which set of threads are critical to the performance of a workload, and it may not always be feasible to take advantage of this optimization, but we believe that this can be correctly (and safely) done during development. Overall, the out of box performance in Solaris should meet your workload's requirements. If you are looking into that extra bit of performance, then the Critical Threads Optimization may be what you're looking for.

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  • SEO - The Common Mistakes

    When undertaking SEO on a website it is important to look for and identify the simple and common SEO mistakes that are made. Common mistakes in SEO affect Search Engine Rankings and should be avoided to minimise the threat of the website losing its ranking position altogether.

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  • Hiring MySQL Curriculum Developer

    - by Antoinette O'Sullivan
    If you want to be part of the team that creates the Official Oracle Training on MySQL and meet the following criteria: Experience of Course Design and Development Experience of database such as MySQL Fluent in English - written and spoken Keen to keep on learning Then this is the opportunity for you! Learn more about our open position for MySQL Curriculum Developer here.

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  • How can I attach a model to the bone of another model?

    - by kaykayman
    I am trying to attach one animated model to one of the bones of another animated model in an XNA game. I've found a few questions/forum posts/articles online which explain how to attach a weapon model to the bone of another model (which is analogous to what I'm trying to achieve), but they don't seem to work for me. So as an example: I want to attach Model A to a specific bone in Model B. Question 1. As I understand it, I need to calculate the transforms which are applied to the bone on Model B and apply these same transforms to every bone in Model A. Is this right? Question 2. This is my code for calculating the Transforms on a specific bone. private Matrix GetTransformPaths(ModelBone bone) { Matrix result = Matrix.Identity; while (bone != null) { result = result * bone.Transform; bone = bone.Parent; } return result; } The maths of Matrices is almost entirely lost on me, but my understanding is that the above will work its way up the bone structure to the root bone and my end result will be the transform of the original bone relative to the model. Is this right? Question 3. Assuming that this is correct I then expect that I should either apply this to each bone in Model A, or in my Draw() method: private void DrawModel(SceneModel model, GameTime gametime) { foreach (var component in model.Components) { Matrix[] transforms = new Matrix[component.Model.Bones.Count]; component.Model.CopyAbsoluteBoneTransformsTo(transforms); Matrix parenttransform = Matrix.Identity; if (!string.IsNullOrEmpty(component.ParentBone)) parenttransform = GetTransformPaths(model.GetBone(component.ParentBone)); component.Player.Update(gametime.ElapsedGameTime, true, Matrix.Identity); Matrix[] bones = component.Player.GetSkinTransforms(); foreach (SkinnedEffect effect in mesh.Effects) { effect.SetBoneTransforms(bones); effect.EnableDefaultLighting(); effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateRotationY(MathHelper.ToRadians(model.Angle)) * Matrix.CreateTranslation(model.Position) * parenttransform; effect.View = getView(); effect.Projection = getProjection(); effect.Alpha = model.Opacity; } } mesh.Draw(); } I feel as though I have tried every conceivable way of incorporating the parenttransform value into the draw method. The above is my most recent attempt. Is what I'm trying to do correct? And if so, is there a reason it doesn't work? The above Draw method seems to transpose the models x/z position - but even at these wrong positions, they do not account for the animation of Model B at all. Note: As will be evident from the code my "model" is comprised of a list of "components". It is these "components" that correspond to a single "Microsoft.Xna.Framework.Graphics.Model"

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  • New Horizons arrives at Neptune on a 25-year anniversary!

    - by TATWORTH
    Originally posted on: http://geekswithblogs.net/TATWORTH/archive/2014/08/25/new-horizons-arrives-at-neptune-on-a-25-year-anniversary.aspxToday the New Horizons probe to the planet Pluto crosses the orbit of the planet Neptune. By a “cosmic coincidence”, this is exactly 25 years since Voyager 2 took close-up pictures of Neptune and its satellite Triton. For more see http://pluto.jhuapl.edu/mission/passingplanets/passingPlanets_current.php New Horizons current position is shown at http://pluto.jhuapl.edu/mission/whereis_nh.php

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  • Correct way to handle path-finding collision matrix

    - by Xander Lamkins
    Here is an example of me utilizing path finding. The red grid represents the grid utilized by my A* library to locate a distance. This picture is only an example, currently it is all calculated on the 1x1 pixel level (pretty darn laggy). I want to make it so that the farther I click, the less accurate it will be (split the map into larger grid pieces). Edit: as mentioned by Eric, this is not a required game mechanic. I am perfectly fine with any method that allows me to make this accurate while still fast. This isn't the really the topic of this question though. The problem I have is, my current library uses a two dimensional grid of integers. The higher the number in a cell, the more resistance for that grid tile. Currently I'm setting all unwalkable spots to Integer Max. Here is an example of what I want: I'm just not sure how I should set up the arrays of integers of the grid. Every time an element is added/removed to/from the game, it's collision details are updated in the table. Here is a picture of what the map looks like on my collision layer: I probably shouldn't be creating new arrays every time I have to do a path find because my game needs to support tons of PF at the same time. Should I have multiple arrays that are all updated when the dynamic elements are updated (a building is built/a building is destroyed). The problem I see with this is that it will probably make the creation and destruction of buildings a little more laggy than I would want because it would be setting the collision grid for each built in accuracy level. I would also have to add more/remove some arrays if I ever in the future changed the map size. Should I generate the new array based on an accuracy value every time I need to PF? The problem I see with this is that it will probably make any form of PF just as laggy because it will have to search through a MapWidth x MapHeight number of cells to shrink it all down. Or is there a better way? I'm certainly not the best at optimizing really anything. I've just started dealing with XNA so I'm not used to having optimization code really doing much of an affect until now... :( If you need code examples, please ask. I'll add it as an edit. EDIT: While this doesn't directly relate to the question, I figure the more information I provide, the better. To keep your units from moving as accurately to the players desired position, I've decided that once the unit PFs over to the less accurate grid piece, it will then PF on a more accurate level to the exact position requested.

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  • Looking into the JQuery Overlays 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 Overlays 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. Another post of mine regarding the JQuery Image Zoom Plugin can be found here.I will be writing more posts regarding the most commonly used JQuery Plugins. With the JQuery Overlays Plugin we can provide the user (overlay) with more information about an image when the user hovers over the image. I have been using extensively this plugin in my websites. 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>    <link rel="stylesheet" href="ImageOverlay.css" type="text/css" media="screen" />    <script type="text/javascript" src="jquery-1.8.3.min.js"></script>    <script type="text/javascript" src="jquery.ImageOverlay.min.js"></script>         <script type="text/javascript">        $(function () {            $("#Liverpool").ImageOverlay();        });    </script>   </head><body>    <ul id="Liverpool" class="image-overlay">        <li>            <a href="www.liverpoolfc.com">                <img alt="Liverpool" src="championsofeurope.jpg" />                <div class="caption">                    <h3>Liverpool Football club</h3>                    <p>The greatest club in the world</p>                </div>            </a>        </li>    </ul></body></html> This is a very simple markup. I have added references to the JQuery library (current version is 1.8.3) and the JQuery Overlays Plugin. Then I add 1 image in the element with "id=Liverpool". There is a caption class as well, where I place the text I want to show when the mouse hovers over the image. The caption class and the Liverpool id element are styled in the ImageOverlay.css file that can also be downloaded with the plugin.You can style the various elements of the html markup in the .css file. The Javascript code that makes it all happen follows.   <script type="text/javascript">        $(function () {            $("#Liverpool").ImageOverlay();        });    </script>        I am just calling the ImageOverlay function for the Liverpool ID element.The contents of ImageOverlay.css file follow .image-overlay { list-style: none; text-align: left; }.image-overlay li { display: inline; }.image-overlay a:link, .image-overlay a:visited, .image-overlay a:hover, .image-overlay a:active { text-decoration: none; }.image-overlay a:link img, .image-overlay a:visited img, .image-overlay a:hover img, .image-overlay a:active img { border: none; }.image-overlay a{    margin: 9px;    float: left;    background: #fff;    border: solid 2px;    overflow: hidden;    position: relative;}.image-overlay img{    position: absolute;    top: 0;    left: 0;    border: 0;}.image-overlay .caption{    float: left;    position: absolute;    background-color: #000;    width: 100%;    cursor: pointer;    /* The way to change overlay opacity is the follow properties. Opacity is a tricky issue due to        longtime IE abuse of it, so opacity is not offically supported - use at your own risk.         To play it safe, disable overlay opacity in IE. */    /* For Firefox/Opera/Safari/Chrome */    opacity: .8;    /* For IE 5-7 */    filter: progid:DXImageTransform.Microsoft.Alpha(Opacity=80);    /* For IE 8 */    -MS-filter: "progid:DXImageTransform.Microsoft.Alpha(Opacity=80)";}.image-overlay .caption h1, .image-overlay .caption h2, .image-overlay .caption h3,.image-overlay .caption h4, .image-overlay .caption h5, .image-overlay .caption h6{    margin: 10px 0 10px 2px;    font-size: 26px;    font-weight: bold;    padding: 0 0 0 5px;    color:#92171a;}.image-overlay p{    text-indent: 0;    margin: 10px;    font-size: 1.2em;} It couldn't be any simpler than that. I view my simple page in Internet Explorer 10 and it works as expected. I have tested this simple solution in all major browsers and it works fine.Have a look at the picture below. You can test it yourself and see the results in your favorite browser. Hope it helps!!!

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  • How do I calculate opposite of a vector, add some slack

    - by Jason94
    How can i calulate a valid range (RED) for my object's (BLACK) traveling direction (GREEN). The green is a Vector2 where x and y range is -1 to 1. What I'm trying to do here is to create rocket fuel burn effekt. So what i got is rocket speed (float) rocket direction (Vector2 x = [-1, 1], y = [-1, 1]) I may think that rocket speed does not matter as fuel burn effect (particle) is created on position with its own speed.

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  • How to Make Objects Fall Faster in a Physics Simulation

    - by David Dimalanta
    I used the collision physics (i.e. Box2d, Physics Body Editor) and implemented onto the java code. I'm trying to make the fall speed higher according to the examples: It falls slower if light object (i.e. feather). It falls faster depending on the object (i.e. pebble, rock, car). I decided to double its falling speed for more excitement. I tried adding the mass but the speed of falling is constant instead of gaining more speed. check my code that something I put under input processor's touchUp() return method under same roof of the class that implements InputProcessor and Screen: @Override public boolean touchUp(int screenX, int screenY, int pointer, int button) { // TODO Touch Up Event if(is_Next_Fruit_Touched) { BodyEditorLoader Fruit_Loader = new BodyEditorLoader(Gdx.files.internal("Shape_Physics/Fruity Physics.json")); Fruit_BD.type = BodyType.DynamicBody; Fruit_BD.position.set(x, y); FixtureDef Fruit_FD = new FixtureDef(); // --> Allows you to make the object's physics. Fruit_FD.density = 1.0f; Fruit_FD.friction = 0.7f; Fruit_FD.restitution = 0.2f; MassData mass = new MassData(); mass.mass = 5f; Fruit_Body[n] = world.createBody(Fruit_BD); Fruit_Body[n].setActive(true); // --> Let your dragon fall. Fruit_Body[n].setMassData(mass); Fruit_Body[n].setGravityScale(1.0f); System.out.println("Eggs... " + n); Fruit_Loader.attachFixture(Fruit_Body[n], Body, Fruit_FD, Fruit_IMG.getWidth()); Fruit_Origin = Fruit_Loader.getOrigin(Body, Fruit_IMG.getWidth()).cpy(); is_Next_Fruit_Touched = false; up = y; Gdx.app.log("Initial Y-coordinate", "Y at " + up); //Once it's touched, the next fruit will set to drag. if(n < 50) { n++; }else{ System.exit(0); } } return true; } And take note, at show() method , the view size from the camera is at 720x1280: camera_1 = new OrthographicCamera(); camera_1.viewportHeight = 1280; camera_1.viewportWidth = 720; camera_1.position.set(camera_1.viewportWidth * 0.5f, camera_1.viewportHeight * 0.5f, 0f); camera_1.update(); I know it's a good idea to add weight to make the falling object falls faster once I released the finger from the touchUp() after I picked the object from the upper right of the screen but the speed remains either constant or slow. How can I solve this? Can you help?

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  • Map and fill texture using PBO (OpenGL 3.3)

    - by NtscCobalt
    I'm learning OpenGL 3.3 trying to do the following (as it is done in D3D)... Create Texture of Width, Height, Pixel Format Map texture memory Loop write pixels Unmap texture memory Set Texture Render Right now though it renders as if the entire texture is black. I can't find a reliable source for information on how to do this though. Almost every tutorial I've found just uses glTexSubImage2D and passes a pointer to memory. Here is basically what my code does... (In this case it is generating an 1-byte Alpha Only texture but it is rendering it as the red channel for debugging) GLuint pixelBufferID; glGenBuffers(1, &pixelBufferID); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pixelBufferID); glBufferData(GL_PIXEL_UNPACK_BUFFER, 512 * 512 * 1, nullptr, GL_STREAM_DRAW); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); GLuint textureID; glGenTextures(1, &textureID); glBindTexture(GL_TEXTURE_2D, textureID); glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, 512, 512, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr); glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(GL_TEXTURE_2D, textureID); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pixelBufferID); void *Memory = glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_WRITE_ONLY); // Memory copied here, I know this is valid because it is the same loop as in my working D3D version glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); And then here is the render loop. // This chunk left in for completeness glUseProgram(glProgramId); glBindVertexArray(glVertexArrayId); glBindBuffer(GL_ARRAY_BUFFER, glVertexBufferId); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 20, 0); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 20, 12); GLuint transformLocationID = glGetUniformLocation(3, 'transform'); glUniformMatrix4fv(transformLocationID , 1, true, somematrix) // Not sure if this is all I need to do glBindTexture(GL_TEXTURE_2D, pTex->glTextureId); GLuint textureLocationID = glGetUniformLocation(glProgramId, "texture"); glUniform1i(textureLocationID, 0); glDrawArrays(GL_TRIANGLES, Offset*3, Triangles*3); Vertex Shader #version 330 core in vec3 Position; in vec2 TexCoords; out vec2 TexOut; uniform mat4 transform; void main() { TexOut = TexCoords; gl_Position = vec4(Position, 1.0) * transform; } Pixel Shader #version 330 core uniform sampler2D texture; in vec2 TexCoords; out vec4 fragColor; void main() { // Output color fragColor.r = texture2D(texture, TexCoords).r; fragColor.g = 0.0f; fragColor.b = 0.0f; fragColor.a = 1.0; }

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  • In an Entity-Component-System Engine, How do I deal with groups of dependent entities?

    - by John Daniels
    After going over a few game design patterns, I have settle with Entity-Component-System (ES System) for my game engine. I've reading articles (mainly T=Machine) and review some source code and I think I got enough to get started. There is just one basic idea I am struggling with. How do I deal with groups of entities that are dependent on each other? Let me use an example: Assume I am making a standard overhead shooter (think Jamestown) and I want to construct a "boss entity" with multiple distinct but connected parts. The break down might look like something like this: Ship body: Movement, Rendering Cannon: Position (locked relative to the Ship body), Tracking\Fire at hero, Taking Damage until disabled Core: Position (locked relative to the Ship body), Tracking\Fire at hero, Taking Damage until disabled, Disabling (er...destroying) all other entities in the ship group My goal would be something that would be identified (and manipulated) as a distinct game element without having to rewrite subsystem form the ground up every time I want to build a new aggregate Element. How do I implement this kind of design in ES System? Do I implement some kind of parent-child entity relationship (entities can have children)? This seems to contradict the methodology that Entities are just empty container and makes it feel more OOP. Do I implement them as separate entities, with some kind of connecting Component (BossComponent) and related system (BossSubSystem)? I can't help but think that this will be hard to implement since how components communicate seem to be a big bear trap. Do I implement them as one Entity, with a collection of components (ShipComponent, CannonComponents, CoreComponent)? This one seems to veer way of the ES System intent (components here seem too much like heavy weight entities), but I'm know to this so I figured I would put that out there. Do I implement them as something else I have mentioned? I know that this can be implemented very easily in OOP, but my choosing ES over OOP is one that I will stick with. If I need to break with pure ES theory to implement this design I will (not like I haven't had to compromise pure design before), but I would prefer to do that for performance reason rather than start with bad design. For extra credit, think of the same design but, each of the "boss entities" were actually connected to a larger "BigBoss entity" made of a main body, main core and 3 "Boss Entities". This would let me see a solution for at least 3 dimensions (grandparent-parent-child)...which should be more than enough for me. Links to articles or example code would be appreciated. Thanks for your time.

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  • Help needed on a UI/Developer Interview

    - by AJ Seth
    I have a phone interview with a major Internet company and it is a mostly front-end developer position. If anyone has experience with UI/developer interviews and can give some advice/questions asked etc. that'll be great. Additionally, what resources can be read and reviewed for the following: Designing for performance, scalability and availability Internet and OS security fundamentals EDIT: Now I am told that the interview I am told will be mostly on coding, Data Structures, design questions etc. Anyone?

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  • Reducing Deadlocks - not a DBA issue ?

    - by steveh99999
     As a DBA, I'm involved on an almost daily basis troubleshooting 'SQL Server' performance issues. Often, this troubleshooting soon veers away from a 'its a SQL Server issue' to instead become a wider application/database design/coding issue.One common perception with SQL Server is that deadlocking is an application design issue - and is fixed by recoding...  I see this reinforced by MCP-type questions/scenarios where the answer to prevent deadlocking is simply to change the order in code in which tables are accessed....Whilst this is correct, I do think this has led to a situation where many 'operational' or 'production support' DBAs, when faced with a deadlock, are happy to throw the issue over to developers without analysing the issue further....A couple of 'war stories' on deadlocks which I think are interesting :- Case One , I had an issue recently on a third-party application that I support on SQL 2008.  This particular third-party application has an unusual support agreement where the customer is allowed to change the index design on the third-party provided database.  However, we are not allowed to alter application code or modify table structure..This third-party application is also known to encounter occasional deadlocks – indeed, I have documentation from the vendor that up to 50 deadlocks per day is not unusual !So, as a DBA I have to support an application which in my opinion has too many deadlocks - but, I cannot influence the design of the tables or stored procedures for the application. This should be the classic - blame the third-party developers scenario, and hope this issue gets addressed in a future application release - ie we could wait years for this to be resolved and implemented in our production environment...But, as DBAs  can change the index layout, is there anything I could do still to reduce the deadlocks in the application ?I initially used SQL traceflag 1222 to write deadlock detection output to the SQL Errorlog – using this I was able to identify one table heavily involved in the deadlocks.When I examined the table definition, I was surprised to see it was a heap – ie no clustered index existed on the table.Using SQL profiler to see locking behaviour and plan for the query involved in the deadlock, I was able to confirm a table scan was being performed.By creating an appropriate clustered index - it was possible to produce a more efficient plan and locking behaviour.So, less locks, held for less time = less possibility of deadlocks. I'm still unhappy about the overall number of deadlocks on this system - but that's something to be discussed further with the vendor.Case Two,  a system which hadn't changed for months suddenly started seeing deadlocks on a regular basis. I love the 'nothing's changed' scenario, as it gives me the opportunity to appear wise and say 'nothings changed on this system, except the data'.. This particular deadlock occurred on a table which had been growing rapidly. By using DBCC SHOW_STATISTICS - the DBA team were able to see that the deadlocks seemed to be occurring shortly after auto-update stats had regenerated the table statistics using it's default sampling behaviour.As a quick fix, we were able to schedule a nightly UPDATE STATISTICS WITH FULLSCAN on the table involved in the deadlock - thus, greatly reducing the potential for stats to be updated via auto_update_stats, consequently reducing the potential for a bad plan to be generated based on an unrepresentative sample of the data. This reduced the possibility of a deadlock occurring.  Not a perfect solution by any means, but quick, easy to implement, and needed no application code changes. This fix gave us some 'breathing space'  to properly fix the code during the next scheduled application release.   The moral of this post - don't dismiss deadlocks as issues that can only be fixed by developers...

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  • What does the impression and ctr means in google webmaster

    - by KoolKabin
    I am checking google webmaster tools. I entered the search queries section. There i found alot keywords and their impression and ctr etc. I clicked on one of the query keyword there it shows the keyword and position in search result, but when i go to google.com and type the specified keyword it shows no impressions too... how do i measure find my site's impression on google.com my site: http://www.trekkingandtoursnepal.com keyword: trekking nepal

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  • i need ur help [closed]

    - by aisha khan
    Write a program that prompts the user to enter the size of the array, allocate memory using malloc(), ask the user to enter elements of the array and displays if the puzzle is solvable. As part of this program, write a recursive function int Solvable(int start, int squares[]) that takes a starting position of the marker along with the array of squares. The function should return 1 if it is possible to solve the puzzle from the starting configuration and 0 if it is impossible

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  • Correct use of VAO's in OpenGL ES2 for iOS?

    - by sak
    I'm migrating to OpenGL ES2 for one of my iOS projects, and I'm having trouble to get any geometry to render successfully. Here's where I'm setting up the VAO rendering: void bindVAO(int vertexCount, struct Vertex* vertexData, GLushort* indexData, GLuint* vaoId, GLuint* indexId){ //generate the VAO & bind glGenVertexArraysOES(1, vaoId); glBindVertexArrayOES(*vaoId); GLuint positionBufferId; //generate the VBO & bind glGenBuffers(1, &positionBufferId); glBindBuffer(GL_ARRAY_BUFFER, positionBufferId); //populate the buffer data glBufferData(GL_ARRAY_BUFFER, vertexCount, vertexData, GL_STATIC_DRAW); //size of verte position GLsizei posTypeSize = sizeof(kPositionVertexType); glVertexAttribPointer(kVertexPositionAttributeLocation, kVertexSize, kPositionVertexTypeEnum, GL_FALSE, sizeof(struct Vertex), (void*)offsetof(struct Vertex, position)); glEnableVertexAttribArray(kVertexPositionAttributeLocation); //create & bind index information glGenBuffers(1, indexId); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, *indexId); glBufferData(GL_ELEMENT_ARRAY_BUFFER, vertexCount, indexData, GL_STATIC_DRAW); //restore default state glBindVertexArrayOES(0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, 0); } And here's the rendering step: //bind the frame buffer for drawing glBindFramebuffer(GL_FRAMEBUFFER, outputFrameBuffer); glClear(GL_COLOR_BUFFER_BIT); //use the shader program glUseProgram(program); glClearColor(0.4, 0.5, 0.6, 0.5); float aspect = fabsf(320.0 / 480.0); GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 0.1f, 100.0f); GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -1.0f); GLKMatrix4 mvpMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix); //glUniformMatrix4fv(projectionMatrixUniformLocation, 1, GL_FALSE, projectionMatrix.m); glUniformMatrix4fv(modelViewMatrixUniformLocation, 1, GL_FALSE, mvpMatrix.m); glBindVertexArrayOES(vaoId); glDrawElements(GL_TRIANGLE_FAN, kVertexCount, GL_FLOAT, &indexId); //bind the color buffer glBindRenderbuffer(GL_RENDERBUFFER, colorRenderBuffer); [context presentRenderbuffer:GL_RENDERBUFFER]; The screen is rendering the color passed to glClearColor correctly, but not the shape passed into bindVAO. Is my VAO being built correctly? Thanks!

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