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  • Character movement on a 2D tile map

    - by Chris Morris
    I'm working at making a HTML5 game. Top down, closest thing I can equate it to is the gameboy zeldas, but open world and no rooms. What I have so far is a procedurally generated map in a multi dimensional array. And a starting position on the map. Along with this I have an array of movable and non movable tile ID's. I also have a class for my player and have him being rendered out in the center of the starting tile. My problem however is getting the movement sorted out for the player. I want to be able to have the character free move around the map (pixel by pixel essentially) ontop of this 2D generated world. Ideally this would allow the user to move around the walk able area of the canvas. this is simple enough for me to do, but I am having problems now moving the world. If the user is 20% from the edge of the screen i want the world to start panning in the direction the player is heading. But I'm rather lacking in ideas of how to do this. I've looked around for some tutorials, but am coming up blank on ideas of how to generate the playable area (zoomed in) and to then move this generated area under the player when they reach near the end of the screen. My current idea was to generate a certain amount of tiles full size to fill the screen and place the player i the middle. Then when the user approaches the edge of the screen start generating the tiles offset by the distance moved and the direction. I can kind of see this working but I really have no idea if this is the best or easiest to code of methods for generating the world. sorry for the lack of code but I'm still just in the theory stages of working this all out.

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  • How do i rotate a 2D picturebox according to my mouse

    - by Gwenda.T
    I would want to rotate my picturebox which contains an image. The image will just spin around following the mouse, but the position of the image is fixed. Any idea on how it should be done? Btw using Visual Studio 2012 C# Windows phone application for Windows Phone 8. I've did a little research on google but the other codes were from VS2012 using a WinForm But it's different now I'm not able to use their code. So I was hoping I could find some answer at here! Currently now I have this private void arrowHead_Tap(object sender, System.Windows.Input.GestureEventArgs e) { Duration Time_duration = new Duration(TimeSpan.FromSeconds(0.5)); Storyboard MyStory = new Storyboard(); MyStory.Duration = Time_duration; DoubleAnimation My_Double = new DoubleAnimation(); My_Double.Duration = Time_duration; MyStory.Children.Add(My_Double); RotateTransform MyTransform = new RotateTransform(); Storyboard.SetTarget(My_Double, MyTransform); Storyboard.SetTargetProperty(My_Double, new PropertyPath("Angle")); My_Double.To = 15; arrowHead.RenderTransform = MyTransform; arrowHead.RenderTransformOrigin = new Point(0.5, 0.5); //stackPanel1.Children.Add(image1); MyStory.Begin(); } This is my only way of tilting the image however now I want it to follow my mouse! Thanks!

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  • What to do when you're the interviewer and you don't like your job?

    - by emcb
    I'm in a sorta strange predicament, and I could use some advice. When I was interviewing for my current job, the job description I was given seemed pretty darn nice to me. Without going into the details, the job hasn't quite turned out the way it was advertised. The company is great and takes care of its employees, but for someone who cares about the code they write and the work they do, it's a bad environment - effectively, we operate between 0.5 and 1.0 on the Joel test, and due to political issues we're not going to move beyond that any time soon. Bitter? Maybe. OK...so I'm in the market for a new job. But that's not where my dilemma is. The problem that I see coming is that I will be participating in interviewing some candidates for a position on my team, and I'm not sure what to do. I've heard through the grapevine that we have some really solid, promising, fresh-out-of-college prospects coming in to interview, and I honestly dread the thought of somebody having their first experience of engineering in this department. So I'm wondering: what should I do if/when the interviewee asks me "Do you like your job?" (no) "What kind of projects would I be working on?" (mostly static HTML/CSS changes) Anything else that would elicit a negative answer if told truthfully Do I tell the truth, to give the candidate a real picture of the job? What if this scares them away, and what if it gets blamed on me? Do I fib or lie, saying we work on exciting projects with lots of flexibility, like the pitch my boss will give when the reality is quite different? Should I feel any kind of moral responsibility to let a promising young developer know that this isn't the job for them, or should I shut up and be loyal 100% to the company? Any approaches or advice is appreciated. I hope I don't come across as overly dramatic - I honestly struggle with this question.

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  • Oracle SOA Governance EMEA Workshop for Partners & System Integrators: Nov 5-7th | Madrid, Spain

    - by Lionel Dubreuil
    The EMEA Fusion Middleware Product Management team is delighted to announce an exciting and a much-awaited workshop on our market-leading SOA Governance offering. Oracle SOA Governance solution is Oracle Fusion Middleware's strategic approach to governing SOA. Whether just embarking on an SOA program, or expanding from project or pilot to broader deployment, the Oracle SOA Governance solution closes the loop on measuring SOA success from project inception through to realization, and providing the proof of ROI on SOA. Would your prospects and customers like to: Align their SOA Vision and Execution Improve Decision Making Effectively Manage Business and Technology Change Enable Control Foster Enterprise-wide Collaboration Reduce Development Costs Track their SOA Investments and Returns Demonstrate business value and ROI of SOA This FREE hands-on workshop is dedicated to EMEA Partners & System Integrators (SIs). It'll be delivered by Oracle HQ Product Management and will primarily focus on : SOA Governance as a Strategy and Methodology Hands-on with Oracle Enterprise Repository (OER) and Oracle Service Registry (OSR) When, how and whom to position our SOA Governance offerings Our SOA Governance Rapid Start Service Hands-on sessions for the most popular customer use cases Seats are limited, book now - you cannot afford to miss this training! If you're interested please contact Yogesh Sontakke (yogesh.sontakke-AT-oracle-DOT-com)

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  • Oracle SOA Governance EMEA Workshop for Partners & System Integrators: Nov 5-7th | Madrid, Spain

    - by Lionel Dubreuil
    The EMEA Fusion Middleware Product Management team is delighted to announce an exciting and a much-awaited workshop on our market-leading SOA Governance offering. Oracle SOA Governance solution is Oracle Fusion Middleware's strategic approach to governing SOA. Whether just embarking on an SOA program, or expanding from project or pilot to broader deployment, the Oracle SOA Governance solution closes the loop on measuring SOA success from project inception through to realization, and providing the proof of ROI on SOA. Would your prospects and customers like to: Align their SOA Vision and Execution Improve Decision Making Effectively Manage Business and Technology Change Enable Control Foster Enterprise-wide Collaboration Reduce Development Costs Track their SOA Investments and Returns Demonstrate business value and ROI of SOA This FREE hands-on workshop is dedicated to EMEA Partners & System Integrators (SIs). It'll be delivered by Oracle HQ Product Management and will primarily focus on : SOA Governance as a Strategy and Methodology Hands-on with Oracle Enterprise Repository (OER) and Oracle Service Registry (OSR) When, how and whom to position our SOA Governance offerings Our SOA Governance Rapid Start Service Hands-on sessions for the most popular customer use cases Seats are limited, book now - you cannot afford to miss this training! If you're interested please contact Yogesh Sontakke: [email protected].

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  • How do I prevent other dynamic bodies from affecting the player's velocity with Box2D?

    - by Milo
    I'm working on my player object for my game. PhysicsBodyDef def; def.fixedRotation = true; def.density = 1.0f; def.position = Vec2(200.0f, 200.0f); def.isDynamic = true; def.size = Vec2(50.0f,200.0f); m_player.init(def,&m_physicsEngine.getWorld()); This is how he moves: b2Vec2 vel = getBody()->GetLinearVelocity(); float desiredVel = 0; if (m_keys[ALLEGRO_KEY_A] || m_keys[ALLEGRO_KEY_LEFT]) { desiredVel = -5; } else if (m_keys[ALLEGRO_KEY_D] || m_keys[ALLEGRO_KEY_RIGHT]) { desiredVel = 5; } else { desiredVel = 0; } float velChange = desiredVel - vel.x; float impulse = getBody()->GetMass() * velChange; //disregard time factor getBody()->ApplyLinearImpulse( b2Vec2(impulse,0), getBody()->GetWorldCenter(),true); This creates a few problems. First, to move the player at a constant speed he must be given a high velocity. The problem with this is if he just comes in contact with a small box, he makes it move a lot. Now, I can fix this by lowering his density, but then comes my main issue: I need other objects to be able to run into him, but when they do, he should be like a static wall and not move. I'm not sure how to do that without high density. I cannot use collision groups since I still need him to be solid toward other dynamic things. How can this be done? Essentially, how do I prevent other dynamic bodies from affecting the player's velocity?

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  • 3D Vector "End Point" Calculation for procedural Vector Graphics

    - by FrostFlame64
    Alright, So I need some help with some Vector Math. I've developing some game Engines that have Procedural Fractal Generation for Some Graphics, such as using Lindenmayer Systems for generating Trees and Plants. L-Systems, are drawn by using Turtle Graphics, which is a form of Vector graphics. I first created a system to draw in 2D Graphics, which works perfectly fine. But now I want to make a 3D equivalent, and I’ve run into an issue. For my 2D Version, I created a Method for quickly determining the “End Point” of a Vector-like movement. Given a starting point (X, Y), a direction (between 0 and 360 degrees), and a distance, the end point is calculated by these formulas: newX = startX + distance * Sin((PI * direction) / 180) newY = startY + distance * Cos((PI * direction) / 180) Now I need something Similarly Equivalent for performing this Calculation in 3D, But I haven’t been able to Google anything that could show me how to do this. I'm flexible enough to get whatever required information is needed for this method calculation, in any reasonable form (Vector3, Quaternion, ect). To summarize: Given a starting point/vector position in 3D space (X, Y, Z), a Direction in 3D space (Vector3, Quaternion, ect), and a Distance, I need to find the “End Point” in 3D Space. Thank you for your time and help.

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  • Can I remove the systems from a component entity system?

    - by nathan
    After reading a lot about entity/component based engines. I feel like there is no real definition for this kind of engine. Reading this thread: Implementing features in an Entity System and the linked article made me think a lot. I did not feel that comfortable using System concept so I'll write something else, inspired by this pattern. I'd like to know if you think it's a good way to organize game code and what improvements can be made. Regarding a more strict implementation of entity/component based engine, is my solution viable? Do I risk getting stuck at any point due to the lack of flexibility of this implementation (or anything else)? My engine, as for entity/component patterns has entities and components, no systems since the game logic is handled by components. Also, I think the main difference is the fact that my engine will use inherence and OOP concepts in general, I mean, I don't try to minimize them. Entity: an entity is an abstract class. It holds his position, width and height, scale and a list of linked components. The current implementation can be found here (java). Every frame, the entity will be updated (i.e all the components linked to this entity will be updated), and rendered, if a render component is specified. Component: like for entity, a component is an abstract class that must be extended to create new components. The behavior of an entity is created through his components collection. The component implementation can be found here. Components are updated when the owning entity is updated or for only one specific component (render component), rendered. Here is an example of a logic component (i.e not a renderable component, a component that's updated each frame) in charge of listening for keyboard events and a render component in charge of display a plain sprite (i.e not animated).

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  • Biggest mistake you've ever made

    - by Rogue Coder
    Similar to the question I read on Server Fault, what is the biggest mistake you've ever made in an IT related position. Some examples from friends: I needed to do some work on a production site so I decided to copy over the live database to the beta site. Pretty standard, but when I went to the beta site it was still pulling out-of-date info. OOPS! I had copied the beta database over to the live site! Thank god for backups. And for me, I created a form for an event that was to be held during a specific time range. Participants would fill out the form for a chance to win, and we would send the event organizers a CSV from the database. I went into the database, and found ONLY 1 ENTRY, MINE. Upon investigating, it appears as though I forgot an auto increment key, and because of the server setup there was no way to recover the lost data. I am aware this question is similar to ones on Stack Overflow but the ones I found seemed to receive generic answers instead of actual stories :) What is the biggest coding error/mistake ever…

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  • Dev Lead Job opening on my team

    My product unit (Parallel Developer Tools) is hiring a developer lead here in Redmond. This position is specifically on the debugger feature team that I "Program Manage".So, if you have what it takes and don't mind working with me every single day, click on the link below to read more and apply. You can also send me your resume and I'll make sure it gets to the right place and that you get a prompt response.There is a very long job description on the Microsoft careers site under job id 707388.Here is an excerpt from the middle (emphasis mine):"...We are in search of a talented and innovative senior lead software design engineer to own development of the debugging tools for data parallelism (including GP-GPU) and HPC Clusters being built by our team.To be successful, you need to be able to guide careers, design and architect well, communicate and share the best development practices, collaborate with your peers, contribute to the vision, and code significant portions of the solution. We want to hear from you if you're passionate about making your mark in the parallel development space, improving people, and building world-class tools."Responsibilities include:Managing a team of senior and junior developersDesign and coding high-quality software..."For the full background story, requirements, qualifications and responsibilities please visit the official page. Comments about this post welcome at the original blog.

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  • Deferred Rendering With Diffuse,Specular, and Normal maps

    - by John
    I have been reading up on deferred rendering and I am trying to implement a renderer using the Sponza atrium model, which can be found here, as my sandbox.Note I am also using OpenGL 3.3 and GLSL. I am loading the model from a Wavefront OBJ file using Assimp. I extract all geometry information including tangents and bitangents. For all the aiMaterials,I extract the following information which essentially comes from the sponza.mtl file. Ambient/Diffuse/Specular/Emissive Reflectivity Coefficients(Ka,Kd,Ks,Ke) Shininess Diffuse Map Specular Map Normal Map I understand that I must render vertex attributes such as position ,normals,texture coordinates to textures as well as depth for the second render pass. A lot of resources mention putting colour information into a g-buffer in the initial render pass but do you not require the diffuse,specular and normal maps and therefore lights to determine the fragment colour? I know that doesnt make since sense because lighting should be done in the second render pass. In terms of normal mapping, do you essentially just pass the tangent,bitangents, and normals into g-buffers and then construct the tangent matrix and apply it to the sampled normal from the normal map. Ultimately, I would like to know how to incorporate this material information into my deferred renderer.

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  • Java SE 6 Update 23 is released!

    - by [email protected]
    Java SE 6 Update 23 includes the following key changes: Java VisualVM 1.3.1 introduces the following features and enhancements:           o Added Java version and vendor information to the application Overview view           o Built on NetBeans Platform and profiler 6.9.1 Swing JMenuItem Corrections for right-to-left languages           o Non-default alignment and text orientation for the menu items in Swing have been fixed           o The position of the icon and the text where text used to overlap the icon in a menu item was corrected           o All platform Look and Feel configurations will now handle menu items in right-to-left language situations. Updated HotSpot 19 JVM Engine with improvements to overall performance and reliability. Additional Languages support in SuSE Linux Enterprise Server 10 and 11 on Chinese(Simplified), Chinese (Traditional), Japanese, and Korean locales. Supported system configuration, check - http://java.sun.com/javase/6/webnotes/install/system-configurations.htmlSee Release Notes for additional details.

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  • How do I implement movement in a WPF Adventure game?

    - by ZeroPhase
    I'm working on making a short WPF adventure game. The only major hurdle I have right now is how to animate objects on the screen correctly. I've experimented with DoubleAnimation and ThicknessAnimation both enable movement of the character, but the speed is a bit erratic. The objects I'm trying to move around are labels in a grid, I'm checking the mouse's position in terms of the canvas I have the grid in. Does anyone have any suggestions for coding the movement, while still allowing mouse clicks to pick up items when needed? It would be nice if I could continue using the Visual Studio GUI Editor. By the way, I'm fine with scrapping labels in a grid for a more ideal object to manipulate. Here's my movement code: ThicknessAnimation ta = new ThicknessAnimation(); The event handling movement: private void Hansel_MouseLeftButtonDown(object sender, MouseButtonEventArgs e) { ta.FillBehavior = FillBehavior.HoldEnd; ta.From = Hansel.Margin; double newX = Mouse.GetPosition(PlayArea).X; double newY = Mouse.GetPosition(PlayArea).Y; if (newX < Convert.ToDouble(Hansel.Margin.Left)) { //newX = -1 * newX; ta.To = new Thickness(0, newY, newX, 0); } else if (newY < Convert.ToDouble(Hansel.Margin.Top)) { newY = -1 * newY; } else { ta.To = new Thickness(newX, newY, 0, 0); } ta.Duration = new Duration(TimeSpan.FromSeconds(2)); Hansel.BeginAnimation(Grid.MarginProperty, ta); } ScreenShot with annotations: http://i1118.photobucket.com/albums/k608/sealclubberr/clickToMove_zps9d4a33cc.png ScreenShot with example movement: http://i1118.photobucket.com/albums/k608/sealclubberr/clickToMove_zps51f2359f.jpg

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  • XNA texture stretching at extreme coordinates

    - by Shaun Hamman
    I was toying around with infinitely scrolling 2D textures using the XNA framework and came across a rather strange observation. Using the basic draw code: spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointWrap, null, null); spriteBatch.Draw(texture, Vector2.Zero, sourceRect, Color.White, 0.0f, Vector2.Zero, 2.0f, SpriteEffects.None, 1.0f); spriteBatch.End(); with a small 32x32 texture and a sourceRect defined as: sourceRect = new Rectangle(0, 0, Window.ClientBounds.Width, Window.ClientBounds.Height); I was able to scroll the texture across the window infinitely by changing the X and Y coordinates of the sourceRect. Playing with different coordinate locations, I noticed that if I made either of the coordinates too large, the texture no longer drew and was instead replaced by either a flat color or alternating bands of color. Tracing the coordinates back down, I found the following at around (0, -16,777,000): As you can see, the texture in the top half of the image is stretched vertically. My question is why is this occurring? Certainly I can do things like bind the x/y position to some low multiple of 32 to give the same effect without this occurring, so fixing it isn't an issue, but I'm curious about why this happens. My initial thought was perhaps it was overflowing the coordinate value or some such thing, but looking at a data type size chart, the next closest below is an unsigned short with a range of about 32,000, and above is an unsigned int with a range of around 2,000,000,000 so that isn't likely the cause.

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  • Google ranking, page crawl

    - by Nawaf Mubarak
    please don't mind me for asking this newbie question about Google ranking. I know that in order to get ranked the page has to be crawled by Google bots, I have had a page example of which I will get a better understanding of how the system works with Google. I have made a page on my website last month, it got indexed pretty quickly, then I found that it's in Google's page 15 on my keyword as a start, next day it made it to page 13, then after a week it was jumping back and forth in page 17/18 up to 20. Now a month passed by, when and it isn't listed in any position of that 'keyword' sometimes I will find it in page 30, but later I won't find it anywhere, keep happening this way these days. Even if it isn't listed in any page for my keyword if I do a search for "site:thepageadress" it will be listed which means I'm not penalized and my page is there for google to see, but it isn't in the search result for my keyword. But when I write "site:thepage_adress" and I hit "search tools" option and click on "Past day" or "past week" it isn't listed, it is only listed when I click on "Past month" which I think means that Google indexed the page, looked at it once when I published it, and never looked at it again, is this a fair statement? So two questions that comes to mind here. 1- Should Google keep looking at a page even if I haven't changed any info for it? and is this an indication for me that my page is doing fine? or is it normal that Google see's it once and thats it? 2- Why and how to fix the fact that my page keeps jumping back and forth in the ranking result for keyword, and sometimes it isn't even listed, what does that mean? Sorry for the long msg, I hope to god that somebody help me with this. Thank you!

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  • Sending changes to a terrain heightmap over UDP

    - by Floomi
    This is a more conceptual, thinking-out-loud question than a technical one. I have a 3D heightmapped terrain as part of a multiplayer RTS that I would like to terraform over a network. The terraforming will be done by units within the gameworld; the player will paint a "target heightmap" that they'd like the current terrain to resemble and units will deform towards that on their own (a la Perimeter). Given my terrain is 257x257 vertices, the naive approach of sending heights when they change will flood the bandwidth very quickly - updating a quarter of the terrain every second will hit ~66kB/s. This is clearly way too much. My next thought was to move to a brush-based system, where you send e.g. the centre of a circle, its radius, and some function defining the influence of the brush from the centre going outwards. But even with reliable UDP the "start" and "stop" messages could still be delayed. I guess I could compare timestamps and compensate for this, although it'd likely mean that clients would deform verts too much on their local simulations and then have to smooth them back to the correct heights. I could also send absolute vert heights in the "start" and "stop" messages to guarantee correct data on the clients. Alternatively I could treat brushes in a similar way to units, and do the standard position + velocity + client-side prediction jazz on them, with the added stipulation that they deform terrain within a certain radius around them. The server could then intermittently do a pass and send (a subset of) recently updated verts to clients as and when there's bandwidth to spare. Any other suggestions, or indications that I'm on the right (or wrong!) track with any of these ideas would be greatly appreciated.

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  • OpenGL ES 2.0 texture distortion on large geometry

    - by Spruce
    OpenGL ES 2.0 has serious precision issues with texture sampling - I've seen topics with a similar problem, but I haven't seen a real solution to this "distorted OpenGL ES 2.0 texture" problem yet. This is not related to the texture's image format or OpenGL color buffers, it seems like it's a precision error. I don't know what specifically causes the precision to fail - it doesn't seem like it's just the size of geometry that causes this distortion, because simply scaling vertex position passed to the the vertex shader does not solve the issue. Here are some examples of the texture distortion: Distorted Texture (on OpenGL ES 2.0): http://i47.tinypic.com/3322h6d.png What the texture normally looks like (also on OpenGL ES 2.0): http://i49.tinypic.com/b4jc6c.png The texture issue is limited to small scale geometry on OpenGL ES 2.0, otherwise the texture sampling appears normal, but the grainy effect gradually worsens the further the vertex data is from the origin of XYZ(0,0,0) These texture issues do not occur on desktop OpenGL (works fine under Windows XP, Windows 7, and Mac OS X) I've only seen the problem occur on Android, iPhone, or WebGL(which is similar to OpenGL ES 2.0) All textures are power of 2 but the problem still occurs Scaling the vertex data - The values of a vertex's X Y Z location are in the range of: -65536 to +65536 floating point I realized this was large, so I tried dividing the vertex positions by 1024 to shrink the geometry and hopefully get more accurate floating point precision, but this didn't fix or lessen the texture distortion issue Scaling the modelview or scaling the projection matrix does not help Changing texture filtering options does not help Disabling mipmapping, or using GL_NEAREST/GL_LINEAR does nothing Enabling/disabling anisotropic does nothing The banding effect still occurs even when using GL_CLAMP Dividing the texture coords passed to the vertex shader and then multiplying them back to the correct values in the fragment shader, also does not work precision highp sampler2D, highp float, highp int - in the fragment or the vertex shader didn't change anything (lowp/mediump did not work either) I'm thinking this problem has to have been solved at one point - Seeing that OpenGL ES 2.0 -based games have been able to render large-scale, highly detailed geometry

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  • XSF-FO intellisense and national languages with Apache FOP

    - by Lukasz Kurylo
    Some time ago I showed how to get an intellisense and how to configure the FO.NET to acquire national characters inside the generated pdf files. Due to the limitations that I mensioned in my previous post, I started playing with the Apache FOP. In this post I want to show, how to acquire the same result as I showed in the two posts related to FO.NET.   Intellisense   To get the intellisense from the XSL-FO templates set the xsi:schemaLocation the same way I showed it in this post. The only diffrence to FO.NET is that, during generating the document by the code I showed last time we will get an exception:   org.apache.fop.fo.ValidationException: Invalid property encountered on "fo:root": xsi:schemaLocation (See position 6:11)   Fortunatelly there is a very easy way to resolve this without removing the entire attribute along with the intellisense. Add to the FopFactory the ignoreNamespace by:   FopFactory fopFactory = FopFactory.newInstance(); fopFactory.ignoreNamespace(http://www.w3.org/2001/XMLSchema-instance);   Notice that, the url specified in this method this is a namespace for the xmlns:xsi namespace, not xsi.schemaLocation.   Fonts / national characters   This point is a little dfferent to acquire, but not more complicated that it was with FO.NET. To set the fonts in Apache FOP 1.0, we need a configuration file. A sample one can be get from the directory where we unpacked the fop binaries, from conf subdirectory. There is a file called fop.xconf. We must copy this file to our solution. In the simplest way, in the <fonts> tag we can add  <auto-detect/>. Thanks to this, FOP will index all fonts available on the installed operating system. There probably should be no problem, if we have a http handler or a WCF Service on the server that serves the generated pdf documents. In this situation we can use all available fonts on this server.   To use this config file, we must set a path to it:   FopFactory fopFactory = FopFactory.newInstance(); fopFactory.setUserConfig(new File("fop.xconf"));

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  • XNA: How to make the Vaus Spacecraft move left and right on directional keys pressed?

    - by Will Marcouiller
    I'm currently learning XNA per suggestion from this question's accepted answer: Where to start writing games, any tutorials or the like? I have then installed everything to get ready to work with XNA Game Studio 4.0. General Objective Writing an Arkanoid-like game. I want to make my ship move when I press either left or right keys. Code Sample protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here #if WINDOWS if (Keyboard.GetState().IsKeyDown(Keys.Escape)) this.Exit(); else { if (Keyboard.GetState().IsKeyDown(Keys.Left)) MoveLeft(gameTime); } #endif // Move the sprite around. BounceEnergyBall(gameTime); base.Update(gameTime); } void MoveLeft(GameTime gameTime) { // I'm not sure how to play with the Vector2 object and its position here!... _vausSpacecraftPos /= _vausSpacecraftSpeed.X; // This line makes the spacecraft move diagnol-top-left. } Question What formula shall I use, or what algorithm shall I consider to make my spaceship move as expected left and right properly? Thanks for your thoughts! Any clue will be appreciated. I am on my learning curve though I have years of development behind me (already)!

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  • strange behavior in Box2D+LibGDX when applying impulse

    - by Z0lenDer
    I have been playing around with Box2D and LibGDX and have been using a sample code from DecisionTreeGames as the testing ground. Now I have a screen with four walls and a rectangle shape, lets call it a brick. When I use applyLinearImpulse to the brick, it starts bouncing right and left without any pattern and won't stop! I tried adding friction and increasing the density, but the behavior still remains the same. Here are some of the code that might be useful: method for applying the impulse: center = brick.getWorldCenter(); brick.applyLinearImpulse(20, 0, center.x, center.y); Defining the brick: brick_bodyDef.type = BodyType.DynamicBody; brick_bodyDef.position.set(pos); // brick is initially on the ground brick_bodyDef.angle = 0; brick_body = world.createBody(brick_bodyDef); brick_body.setBullet(true); brick_bodyShape.setAsBox(w,h); brick_fixtureDef.density = 0.9f; brick_fixtureDef.restitution = 1; brick_fixtureDef.shape = brick_bodyShape; brick_fixtureDef.friction=1; brick_body.createFixture(fixtureDef); Walls are defined the same only their bullet value is set to false I would really appreciate it if you could help me have a change this code to have a realistic behavior (i.e. when I apply impulse to the brick it should trip a few times and then stop completely).

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  • How to create a thread in XNA for pathfinding?

    - by Dan
    I am trying to create a separate thread for my enemy's A* pathfinder which will give me a list of points to get to the player. I have placed the thread in the update method of my enemy. However this seems to cause jittering in the game every-time the thread is called. I have tried calling just the method and this works fine. Is there any way I can sort this out so that I can have the pathfinder on its own thread? Do I need to remove the thread start from the update and start it in the constructor? Is there any way this can work? Here is the code at the moment: bool running = false; bool threadstarted; System.Threading.Thread thread; public void update() { if (running == false && threadstarted == false) { thread = new System.Threading.Thread(PathThread); //thread.Priority = System.Threading.ThreadPriority.Lowest; thread.IsBackground = true; thread.Start(startandendobj); //PathThread(startandendobj); threadstarted = true; } } public void PathThread(object Startandend) { object[] Startandendarray = (object[])Startandend; Point startpoint = (Point)Startandendarray[0]; Point endpoint = (Point)Startandendarray[1]; bool runnable = true; // Path find from 255, 255 to 0,0 on the map foreach(Tile tile in Map) { if(tile.Color == Color.Red) { if (tile.Position.Contains(endpoint)) { runnable = false; } } } if(runnable == true) { running = true; Pathfinder p = new Pathfinder(Map); pathway = p.FindPath(startpoint, endpoint); running = false; threadstarted = false; } }

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  • Top tweets SOA Partner Community – November 2012

    - by JuergenKress
    Dear SOA partner community member Too many different product from Oracle, no idea how do they fit together? Get a copy of the Oracle catalog, an excellent overview of the Oracle middleware portfolio. BPM is a key solution to this portfolio. To position BPM to your customers you can find many use case ideas in the paper BPM 11g Patterns and industry specific value propositions for Financial Services & Insurance & Retail. Many more Process Accelerators (11.1.1.6.2) have become available. It is an excellent demo and starting point for BPM projects. Our SOA Suite team published the most important OOW presentation at the OTN website. The Oracle SOA proactive support team is running a series of blog posts about SOA and JMS Introductory. To become an expert in SOA, Bob highlighted the latest list of SOA books. For OSB projects we recommend the EAIESB OSB poster. Thanks to all the experts who contributed and shared their SOA & BPM knowledge this month again. Please feel free to send us the link to your blog post via twitter @soacommunity: Undeploy multiple SOA composites with WLST or ANT by Danilo Schmiedel Fault Handling Slides and Q&A by Vennester Installing Oracle Event Processing 11g by Antoney Reynolds Expanding the Oracle Enterprise Repository with functional documentation by Marc Kuijpers Build Mobile App for E-Business Suite Using SOA Suite and ADF Mobile By Michelle Kimihira A brief note for customers running SOA Suite on AIX platforms By Christian ACM - Adaptive Case Management by Peter Paul BPM 11g - Dynamic Task Assignment with Multi-level Organization Units By Mark Foster Oracle Real User Experience Insight: Oracle's Approach to User Experience Hope to see you at the Middleware Day at UK Oracle User Group Conference 2012 in Birmingham. Jürgen Kress Oracle SOA & BPM Partner Adoption EMEA To read the newsletter please visit http://tinyurl.com/soanewsNovember2012 (OPN Account required) To become a member of the SOA Partner Community please register at http://www.oracle.com/goto/emea/soa (OPN account required) If you need support with your account please contact the Oracle Partner Business Center. Blog Twitter LinkedIn Mix Forum Technorati Tags: SOA Community newsletter,SOA Community,Oracle SOA,Oracle BPM,BPM Community,OPN,Jürgen Kress

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  • DB Schema for ACL involving 3 subdomains

    - by blacktie24
    Hi, I am trying to design a database schema for a web app which has 3 subdomains: a) internal employees b) clients c) contractors. The users will be able to communicate with each other to some degree, and there may be some resources that overlap between them. Any thoughts about this schema? Really appreciate your time and thoughts on this. Cheers! -- -- Table structure for table locations CREATE TABLE IF NOT EXISTS locations ( id bigint(20) NOT NULL, name varchar(250) NOT NULL ) ENGINE=InnoDB DEFAULT CHARSET=latin1; -- -- Table structure for table privileges CREATE TABLE IF NOT EXISTS privileges ( id int(11) NOT NULL AUTO_INCREMENT, name varchar(255) NOT NULL, resource_id int(11) NOT NULL, PRIMARY KEY (id) ) ENGINE=InnoDB DEFAULT CHARSET=latin1 AUTO_INCREMENT=10 ; -- -- Table structure for table resources CREATE TABLE IF NOT EXISTS resources ( id int(11) NOT NULL AUTO_INCREMENT, name varchar(255) NOT NULL, user_type enum('internal','client','expert') NOT NULL, PRIMARY KEY (id) ) ENGINE=InnoDB DEFAULT CHARSET=latin1 AUTO_INCREMENT=3 ; -- -- Table structure for table roles CREATE TABLE IF NOT EXISTS roles ( id int(11) NOT NULL AUTO_INCREMENT, name varchar(255) NOT NULL, type enum('position','department') NOT NULL, parent_id int(11) DEFAULT NULL, user_type enum('internal','client','expert') NOT NULL, PRIMARY KEY (id) ) ENGINE=InnoDB DEFAULT CHARSET=latin1 AUTO_INCREMENT=3 ; -- -- Table structure for table role_perms CREATE TABLE IF NOT EXISTS role_perms ( id int(11) NOT NULL AUTO_INCREMENT, role_id int(11) NOT NULL, privilege_id int(11) NOT NULL, mode varchar(250) NOT NULL, PRIMARY KEY (id) ) ENGINE=InnoDB DEFAULT CHARSET=latin1 AUTO_INCREMENT=2 ; -- -- Table structure for table users CREATE TABLE IF NOT EXISTS users ( id int(10) unsigned NOT NULL AUTO_INCREMENT, email varchar(255) NOT NULL, password varchar(255) NOT NULL, salt varchar(255) NOT NULL, type enum('internal','client','expert') NOT NULL, first_name varchar(255) NOT NULL, last_name varchar(255) NOT NULL, location_id int(11) NOT NULL, phone varchar(255) NOT NULL, status enum('active','inactive') NOT NULL DEFAULT 'active', PRIMARY KEY (id) ) ENGINE=InnoDB DEFAULT CHARSET=latin1 AUTO_INCREMENT=4 ; -- -- Table structure for table user_perms CREATE TABLE IF NOT EXISTS user_perms ( id int(11) NOT NULL AUTO_INCREMENT, user_id int(11) NOT NULL, privilege_id int(11) NOT NULL, mode varchar(250) NOT NULL, PRIMARY KEY (id) ) ENGINE=InnoDB DEFAULT CHARSET=latin1 AUTO_INCREMENT=2 ; -- -- Table structure for table user_roles CREATE TABLE IF NOT EXISTS user_roles ( id int(11) NOT NULL, user_id int(11) NOT NULL, role_id int(11) NOT NULL ) ENGINE=InnoDB DEFAULT CHARSET=latin1;

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  • Blender - creating bones from transform matrices

    - by user975135
    Notice: this is for the Blender 2.5/2.6 API. Back in the old days in the Blender 2.4 API, you could easily create a bone from a transform matrix in your 3d file as EditBones had an attribute named "matrix", which was an armature-space matrix you could access and modify. The new 2.5+ API still has the "matrix" attribute for EditBones, but for some unknown reason it is now read-only. So how to create EditBones from transform matrices? I could only find one thing: a new "transform()" function, which takes a Matrix too. Transform the the bones head, tail, roll and envelope (when the matrix has a scale component). Perfect, but you already need to have some values (loc/rot/scale) for your bone, otherwise transforming with a matrix like this will give you nothing, your bone will be a zero-sized bone which will be deleted by Blender. if you create default bone values first, like this: bone.tail = mathutils.Vector([0,1,0]) Then transform() will work on your bone and it might seem to create correct bones, but setting a tail position actually generates a matrix itself, use transform() and you don't get the matrix from your model file on your EditBone, but the multiplication of your matrix with the bone's existing one. This can be easily proven by comparing the matrices read from the file with EditBone.matrix. Again it might seem correct in Blender, but now export your model and you see your animations are messed up, as the bind pose rotations of the bones are wrong. I've tried to find an alternative way to assign the transformation matrix from my file to my EditBone with no luck.

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  • why the difference in google search result using script for search and using a browser for search

    - by Jayapal Chandran
    I wrote a code to find the position in google search result for a search keyword. I also did the same with the browser. Both the results are different. Let me explain in detail here. I have a website and i wanted to know on which page number my domain appears for a search string. Like when i search for 'code snippets' i wanted to find in google search on which page number a certain domain appears. I wrote a php code to search page by page starting from page 1 to page n. I did the same task using a browser. The script returned page 4 and when browsed i can see the domain appearing in second page. here is the search string i use in my code. /search?hl=en&output=search&sclient=psy-ab&q=code+snippets&start=0&btnG= and for each request i change the start=0 to start=1, start=2, etc... and in the response i will check whether my domain appears in it. any idea for this different in search results?

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