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  • LLBLGen Pro and JSON serialization

    - by FransBouma
    I accidentally removed a reply from my previous blogpost, and as this blog-engine here at weblogs.asp.net is apparently falling apart, I can't re-add it as it thought it would be wise to disable comment controls on all posts, except new ones. So I'll post the reply here as a quote and reply on it. 'Steven' asks: What would the future be for LLBLGen Pro to support JSON for serialization? Would it be worth the effort for a LLBLGenPro user to bother creating some code templates to produce additional JSON serializable classes? Or just create some basic POCO classes which could be used for exchange of client/server data and use DTO to map these back to LLBGenPro ones? If I understand the work around, it is at the expense of losing xml serialization. Well, as described in the previous post, to enable JSON serialization, you can do that with a couple of lines and some attribute assignments. However, indeed, the attributes might make the XML serialization not working, as described in the previous blogpost. This is the case if the service you're using serializes objects using the DataContract serializer: this serializer will give up to serialize the entity objects to XML as the entity objects implement IXmlSerializable and this is a no-go area for the DataContract serializer. However, if your service doesn't use a DataContract serializer, or you serialize the objects manually to Xml using an xml serializer, you're fine. When you want to switch to Xml serializing again, instead of JSON in WebApi, and you have decorated the entity classes with the data-contract attributes, you can switch off the DataContract serializer, by setting a global configuration setting: var xml = GlobalConfiguration.Configuration.Formatters.XmlFormatter; xml.UseXmlSerializer = true; This will make the WebApi use the XmlSerializer, and run the normal IXmlSerializable interface implementation.

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  • How should I design a correct OO design in case of a Business-logic wide operation

    - by Mithir
    EDIT: Maybe I should ask the question in a different way. in light of ammoQ's comment, I realize that I've done something like suggested which is kind of a fix and it is fine by me. But I still want to learn for the future, so that if I develop new code for operations similar to this, I can design it correctly from the start. So, if I got the following characteristics: The relevant input is composed from data which is connected to several different business objects All the input data is validated and cross-checked Attempts are made in order to insert the data to the DB All this is just a single operation from Business side prospective, meaning all of the cross checking and validations are just side effects. I can't think of any other way but some sort of Operator/Coordinator kind of Object which activates the entire procedure, but then I fall into a Functional-Decomposition kind of code. so is there a better way in doing this? Original Question In our system we have many complex operations which involve many validations and DB activities. One of the main Business functionality could have been designed better. In short, there were no separation of layers, and the code would only work from the scenario in which it was first designed at, and now there were more scenarios (like requests from an API or from other devices) So I had to redesign. I found myself moving all the DB code to objects which acts like Business to DB objects, and I've put all the business logic in an Operator kind of a class, which I've implemented like this: First, I created an object which will hold all the information needed for the operation let's call it InformationObject. Then I created an OperatorObject which will take the InformationObject as a parameter and act on it. The OperatorObject should activate different objects and validate or check for existence or any scenario in which the business logic is compromised and then make the operation according to the information on the InformationObject. So my question is - Is this kind of implementation correct? PS, this Operator only works on a single Business-wise Operation.

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  • Internet is not working in base machine

    - by surendar
    I have a Ubuntu desktop. I am running a virtual windows machine using virtual box. Few days before Internet is not working in Ubuntu but it is working in the virtual machine. Even the samba shares are also accessible. I don't know why internet is not working in the base machine. I have tried to ping google.com, but it returns Ubuntu@desktop:~$ ping google.com ping: unknown host google.com ifconfig command's output Ubuntu@desktop:~$ ifconfig eth0 Link encap:Ethernet HWaddr 00:27:0e:1b:86:2a inet addr:192.168.1.7 Bcast:192.168.1.255 Mask:255.255.255.0 inet6 addr: fe80::227:eff:fe1b:862a/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:38221 errors:0 dropped:0 overruns:0 frame:0 TX packets:28161 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:39144616 (39.1 MB) TX bytes:6143919 (6.1 MB) Interrupt:27 Base address:0x2000 eth0:0 Link encap:Ethernet HWaddr 00:27:0e:1b:86:2a inet addr:192.168.2.7 Bcast:192.168.2.255 Mask:255.255.255.0 UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 Interrupt:27 Base address:0x2000 lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:14944 errors:0 dropped:0 overruns:0 frame:0 TX packets:14944 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:1735451 (1.7 MB) TX bytes:1735451 (1.7 MB) vmnet1 Link encap:Ethernet HWaddr 00:50:56:c0:00:01 inet addr:192.168.243.1 Bcast:192.168.243.255 Mask:255.255.255.0 inet6 addr: fe80::250:56ff:fec0:1/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:0 errors:0 dropped:0 overruns:0 frame:0 TX packets:77 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:0 (0.0 B) TX bytes:0 (0.0 B) vmnet8 Link encap:Ethernet HWaddr 00:50:56:c0:00:08 inet addr:172.16.162.1 Bcast:172.16.162.255 Mask:255.255.255.0 inet6 addr: fe80::250:56ff:fec0:8/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:0 errors:0 dropped:0 overruns:0 frame:0 TX packets:78 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:0 (0.0 B) TX bytes:0 (0.0 B)

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  • How to improve batching performance

    - by user4241
    Hello, I am developing a sprite based 2D game for mobile platform(s) and I'm using OpenGL (well, actually Irrlicht) to render graphics. First I implemented sprite rendering in a simple way: every game object is rendered as a quad with its own GPU draw call, meaning that if I had 200 game objects, I made 200 draw calls per frame. Of course this was a bad choice and my game was completely CPU bound because there is a little CPU overhead assosiacted in every GPU draw call. GPU stayed idle most of the time. Now, I thought I could improve performance by collecting objects into large batches and rendering these batches with only a few draw calls. I implemented batching (so that every game object sharing the same texture is rendered in same batch) and thought that my problems are gone... only to find out that my frame rate was even lower than before. Why? Well, I have 200 (or more) game objects, and they are updated 60 times per second. Every frame I have to recalculate new position (translation and rotation) for vertices in CPU (GPU on mobile platforms does not support instancing so I can't do it there), and doing this calculation 48000 per second (200*60*4 since every sprite has 4 vertices) simply seems to be too slow. What I could do to improve performance? All game objects are moving/rotating (almost) every frame so I really have to recalculate vertex positions. Only optimization that I could think of is a look-up table for rotations so that I wouldn't have to calculate them. Would point sprites help? Any nasty hacks? Anything else? Thanks.

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  • Is this an apt-get issue or network issue?

    - by zharvey
    I just installed my first Ubuntu server (12.04) instance and immediately am noticing a few things: Running apt-get install or update fails (see below) Running ifconfig produces peculiar IP addresses starting with 10.x.x.x and my router does not see the server at all in its "Attached Devices" page (its a consumer grade Netgear) When I run apt-get I get 50+ of the following errors: Failed to fetch <some-http-url. Temporary failure resolving <blah.ubuntu.com I read up on this error for 12.04, and found some similar posts on this forum and on serverfault that recommended going into /etc/resolv.conf and adding an entry: nameserver 8.8.8.8 To my surprise, I found that /etc/resolve.conf was a symlink pointing to somewhere else and I had to delete it first, then create a new one with the entry indicated above. I restarted the server and tried running apt-get again: same results. How do I start diagnosing the problem (I'm a relatively new Linux/Ubuntu user)? Additional details that may help: This is actually a virtual machine running as a VirtualBox guest OS The physical host that is running this VM is my laptop which has a wireless connection; I'm wondering if (somehow) the laptop is getting the network wirelessly, but perhaps either the VBox VM and/or the Ubuntu server OS isn't configured for wireless and so nothing is "getting through"? Thanks in advance for any pointers! Edit: Here is a snapshot of my VM's Network settings (only Adapter 1 has any information populating its fields, so I assume my VM has only 1 adapter): Here is the output when I run ifconfig from the terminal: And here is the output when I run route from the terminal: Running ping google.com:

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  • Which tools should be used for data migration between environments?

    - by Paula Speranza-Hadley
    Ø  With the Oracle Utilities Application Framework based products there are a number of tools provided that can be used to transfer data from one environment to another. Ø  There are three main tools that implementations use: §  ConfigLab - A configurable copy facility is metadata aware and therefore understands the relationships between objects and by invoking the relevant maintenance objects validates the data copied. This utility uses the object validation to help ensure data integrity. Basically it is a set of configuration tables and a set of batch jobs to perform the migration of data. §  Bundling - A configurable release management tool that allows exporting of Advanced Configuration Environment based objects (business services, business objects, UI Maps etc) from one environment to another. §  Blueprint - An Oracle Utilities Software Development Kit (SDK) based tool to import metadata from the development environment to your initial testing environment. The utility is command line based and basically uses a text based configuration file to drive the utility on the source and target sides. Ø  Each tool has a role in an implementation but you must be careful to use the right tool for the right job within an implementation. The suggestions are as follows: §  Only use the Blueprint tool for migrating data from your development platform to your initial test environment. The blueprint tool is not designed to move large amounts of data and certainly is risky, if not used correctly, and can potentially break the integrity of your data. §  The SDK provides the configuration data that it is used for (mainly meta-data). This should not be extended as, while it can perform data migration on any data, it is not efficient and risky for certain types of configuration data. Ø  Additional information can be found in the following whitepaper:  Oracle Utilities Application Framework - Release Management - Software Configuration Management on MyOracle.com

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  • How can I separate the user interface from the business logic while still maintaining efficiency?

    - by Uri
    Let's say that I want to show a form that represents 10 different objects on a combobox. For example, I want the user to pick one hamburguer from 10 different ones that contain tomatoes. Since I want to separate UI and logic, I'd have to pass the form a string representation of the hamburguers in order to display them on the combobox. Otherwise, the UI would have to dig into the objects fields. Then the user would pick a hamburguer from the combobox, and submit it back to the controller. Now the controller would have to find again said hamburguer based on the string representation used by the form (maybe an ID?). Isn't that incredibly inefficient? You already had the objects you wanted to pick one from. If you submited to the form the whole objects, and then returned a specific object, you wouldn't have to refind it later on since the form already returned a reference to that object. Moreover, if I'm wrong and you actually should send the whole object to the form, how can I isolate UI from logic?

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  • Run database checks but omit large tables or filegroups - New option in Ola Hallengren's Scripts

    - by Greg Low
    One of the things I've always wanted in DBCC CHECKDB is the option to omit particular tables from the check. The situation that I often see is that companies with large databases often have only one or two very large tables. They want to run a DBCC CHECKDB on the database to check everything except those couple of tables due to time constraints. I posted a request on the Connect site about time some time ago: https://connect.microsoft.com/SQLServer/feedback/details/611164/dbcc-checkdb-omit-tables-option The workaround from the product team was that you could script out the checks that you did want to carry out, rather than omitting the ones that you didn't. I didn't overly like this as a workaround as clients often had a very large number of objects that they did want to check and only one or two that they didn't. I've always been impressed with the work that our buddy Ola Hallengren has done on his maintenance scripts. He pinged me recently about my old Connect item and said he was going to implement something similar. The good news is that it's available now. Here are some examples he provided of the newly-supported syntax: EXECUTE dbo.DatabaseIntegrityCheck @Databases = 'AdventureWorks', @CheckCommands = 'CHECKDB' EXECUTE dbo.DatabaseIntegrityCheck @Databases = 'AdventureWorks', @CheckCommands = 'CHECKALLOC,CHECKTABLE,CHECKCATALOG', @Objects = 'AdventureWorks.Person.Address' EXECUTE dbo.DatabaseIntegrityCheck @Databases = 'AdventureWorks', @CheckCommands = 'CHECKALLOC,CHECKTABLE,CHECKCATALOG', @Objects = 'ALL_OBJECTS,-AdventureWorks.Person.Address' EXECUTE dbo.DatabaseIntegrityCheck @Databases = 'AdventureWorks', @CheckCommands = 'CHECKFILEGROUP,CHECKCATALOG', @FileGroups = 'AdventureWorks.PRIMARY' EXECUTE dbo.DatabaseIntegrityCheck @Databases = 'AdventureWorks', @CheckCommands = 'CHECKFILEGROUP,CHECKCATALOG', @FileGroups = 'ALL_FILEGROUPS,-AdventureWorks.PRIMARY' Note the syntax to omit an object from the list of objects and the option to omit one filegroup. Nice! Thanks Ola! You'll find details here: http://ola.hallengren.com/  

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  • Java game object pool management

    - by Kenneth Bray
    Currently I am using arrays to handle all of my game objects in the game I am making, and I know how terrible this is for performance. My question is what is the best way to handle game objects and not hurt performance? Here is how I am creating an array and then looping through it to update the objects in the array: public static ArrayList<VboCube> game_objects = new ArrayList<VboCube>(); /* add objects to the game */ while (!Display.isCloseRequested() && !Keyboard.isKeyDown(Keyboard.KEY_ESCAPE)) { for (int i = 0; i < game_objects.size(); i++){ // draw the object game_objects.get(i).Draw(); game_objects.get(i).Update(); //world.updatePhysics(); } } I am not looking for someone to write me code for asset or object management, just point me into a better direction to get better performance. I appreciate the help you guys have provided me in the past, and I dont think I would be as far along with my project without the support on stack exchange!

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  • Deferred rendering with both Clockwise and CounterClockwise culling

    - by user1423893
    I have a deferred rendering system that works well with objects that appear solid and drawn using CounterClockwise culling. I have a problem with Clockwise culled objects that are supposed to represent hollow that display their inside faces only. The image below shows a CounterClockwise culled object (left) Clockwise culled object (right). The Clockwise culled object faces display what would be displayed on the CounterClockwise face. How can I get the lighting to light the inner faces for Clockwise culled objects and continue lighting the outer CounterClockwise faces as normal? My lighting method is below private void DeferredLighting(GameTime gameTime) { // Set the render target for the lights game.GraphicsDevice.SetRenderTarget(lightMap); // Clear the render target to (0, 0, 0, 0) game.GraphicsDevice.Clear(Color.Transparent); // Set the render states game.GraphicsDevice.BlendState = BlendState.Additive; game.GraphicsDevice.DepthStencilState = DepthStencilState.None; game.GraphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; // Set sampler state to Point as the Surface type requires it in XNA 4.0 game.GraphicsDevice.SamplerStates[0] = SamplerState.PointClamp; // Set the camera properties for all lights BaseLight.SetCameraProperties(game.ActiveCamera); // Draw the lights int numLights = lights.Count; for (int i = 0; i < numLights; ++i) { if (lights[i].Diffuse.W > 0f) { lights[i].Render(gameTime, ref normalMap, ref depthMap, ref sgrMap); } } // Resolve the render target game.GraphicsDevice.SetRenderTarget(null); } I have tried adjusting the render states but no combination works for both objects.

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  • Oracle Advanced Benefits: Plan Design Maintenance for Open Enrollment

    - by Annemarie Provisero
    ADVISOR WEBCAST: Oracle Advanced Benefits: Plan Design Maintenance for Open Enrollment PRODUCT FAMILY: Oracle HCM - Benefits  July 13, 2011 at 1 pm PT, 2 pm MT, 4 pm ET This session AU gives you the information to define new and maintain all Compensation Objects used in your Benefits setup. Course highlights things to consider when getting ready for Open Enrollment or when there is a need to change compensation objects. We will review creating a new or ending an old program, plan, or option. We also review what to do when you need to move from an Unrestricted program to a Restricted one. TOPICS WILL INCLUDE: Adding or Modifying Compensation Objects Ending Compensation Objects Elements and Element Links Standard and Variable Rates Dependents and Beneficiaries Moving from Oracle Standard Benefits to Oracle Advanced Benefits A short, live demonstration (only if applicable) and question and answer period will be included. Oracle Advisor Webcasts are dedicated to building your awareness around our products and services. This session does not replace offerings from Oracle Global Support Services. Click here to register for this session ------------------------------------------------------------------------------------------------------------- The above webcast is a service of the E-Business Suite Communities in My Oracle Support. For more information on other webcasts, please reference the Oracle Advisor Webcast Schedule.Click here to visit the E-Business Communities in My Oracle Support Note that all links require access to My Oracle Support.

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  • Split a 2D scene in layers or have a z coordinate

    - by Bane
    I am in the process of writing a 2D game engine, and a dilemma emerged. Let me explain the situation... I have a Scene class, to which various objects can be added (Drawable, ParticleEmitter, Light2D, etc), and as this is a 2D scene, things will obviously be drawn over each other. My first thought was that I could have basic add and remove methods, but I soon realized that then there would be no way for the programmer to control the order in which things were drawn. So I can up with two options, each with its pros and cons. A) Would be to split the scene in layers. By that I mean instead of having the scene be a container of objects, have it be a container of layers, which are in turn the containers of objects. B) Would require to have some kind of z-coordinate, and then have the scene sorted so objects with lower z get drawn first. Option A is pretty solid, but the problem is with the lights. In what layer do I add it? Does it work cross-layer? On all bottom layers? And I still need the Z coordinate to calculate the shadow! Option B would require me to change all my code from having Vector2D positions, to some kind of class that inherits from Vector2D and adds a z coordinate to it (I don't want it to be a Vector3D because I still need all the same methods the 2D kind has, just with .z clamped on). Am I missing something? Is there an alternative to these methods? I'm working in Javascript, if that makes a difference.

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  • Run database checks but omit large tables or filegroups - New option in Ola Hallengren's Scripts

    - by Greg Low
    One of the things I've always wanted in DBCC CHECKDB is the option to omit particular tables from the check. The situation that I often see is that companies with large databases often have only one or two very large tables. They want to run a DBCC CHECKDB on the database to check everything except those couple of tables due to time constraints. I posted a request on the Connect site about time some time ago: https://connect.microsoft.com/SQLServer/feedback/details/611164/dbcc-checkdb-omit-tables-option The workaround from the product team was that you could script out the checks that you did want to carry out, rather than omitting the ones that you didn't. I didn't overly like this as a workaround as clients often had a very large number of objects that they did want to check and only one or two that they didn't. I've always been impressed with the work that our buddy Ola Hallengren has done on his maintenance scripts. He pinged me recently about my old Connect item and said he was going to implement something similar. The good news is that it's available now. Here are some examples he provided of the newly-supported syntax: EXECUTE dbo.DatabaseIntegrityCheck @Databases = 'AdventureWorks', @CheckCommands = 'CHECKDB' EXECUTE dbo.DatabaseIntegrityCheck @Databases = 'AdventureWorks', @CheckCommands = 'CHECKALLOC,CHECKTABLE,CHECKCATALOG', @Objects = 'AdventureWorks.Person.Address' EXECUTE dbo.DatabaseIntegrityCheck @Databases = 'AdventureWorks', @CheckCommands = 'CHECKALLOC,CHECKTABLE,CHECKCATALOG', @Objects = 'ALL_OBJECTS,-AdventureWorks.Person.Address' EXECUTE dbo.DatabaseIntegrityCheck @Databases = 'AdventureWorks', @CheckCommands = 'CHECKFILEGROUP,CHECKCATALOG', @FileGroups = 'AdventureWorks.PRIMARY' EXECUTE dbo.DatabaseIntegrityCheck @Databases = 'AdventureWorks', @CheckCommands = 'CHECKFILEGROUP,CHECKCATALOG', @FileGroups = 'ALL_FILEGROUPS,-AdventureWorks.PRIMARY' Note the syntax to omit an object from the list of objects and the option to omit one filegroup. Nice! Thanks Ola! You'll find details here: http://ola.hallengren.com/  

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  • What kind of physics to choose for our arcade 3D MMO?

    - by Nick
    We're creating an action MMO using Three.js (WebGL) with an arcadish feel, and implementing physics for it has been a pain in the butt. Our game has a terrain where the character will walk on, and in the future 3D objects (a house, a tree, etc) that will have collisions. In terms of complexity, the physics engine should be like World of Warcraft. We don't need friction, bouncing behaviour or anything more complex like joints, etc. Just gravity. I have managed to implement terrain physics so far by casting a ray downwards, but it does not take into account possible 3D objects. Note that these 3D objects need to have convex collisions, so our artists create a 3D house and the player can walk inside but can't walk through the walls. How do I implement proper collision detection with 3D objects like in World of Warcraft? Do I need an advanced physics engine? I read about Physijs which looks cool, but I fear that it may be overkill to implement that for our game. Also, how does WoW do it? Do they have a separate raycasting system for the terrain? Or do they treat the terrain like any other convex mesh? A screenshot of our game so far:

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  • recent unreliable wireless connection

    - by gabkdlly
    Recently, my internet connection over wireless ( via a Netgear KWGR614 router ) has become unreliable, on both a Dell laptop running Ubuntu 10.04 as well as my Desktop running Ubuntu 10.10 . The problem does not seem to occur on a laptop running Windows Vista, nor on a Desktop running Windows 7 ( this machine is connected with an ethernet cable ). The problem does not seem to occur on my Openmoko Freerunner ( running Android 1.5 ), though I hardly ever use this device to connect over WLAN, so the problem may have just slipped by. On my main Ubuntu Desktop, I have tried the following wireless devices: a Longshine PCI card ( an old device with an RTL8180L chip ) a D-Link DWL-510 PCI card ( this device threw warnings in dmesg ) a USB device from MSI ( US54EX ). Usually my wireless network shows up in the network manager with a normal signal strength, even when the connection speed is slow or the connection gets reset ( asking me to click connect to re-authenticate my wireless connection ). I have observed this problem with a Netgear KWGR614 Router ( with the manufacturers firmware ), as well as with a TP-LINK TL-WR741ND router running OpenWrt. Taking a look at my routers logs, I find many instances of the following line: Tuesday,04 Jan 2011 03:53:01 [TCP SYN Flood][Deny access policy matched, dropping packet] I know that the Netgear router is susceptible to denial of service attacks, as I have previously been able to disrupt its operation by putting an nmap scan into a while loop. I use WEP or WPA to encrypt the wireless network. Is it possible that someone is jamming my signal ?

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  • Concurrency pattern of logger in multithreaded application

    - by Dipan Mehta
    The context: We are working on a multi-threaded (Linux-C) application that follows a pipeline model. Each module has a private thread and encapsulated objects which do processing of data; and each stage has a standard form of exchanging data with next unit. The application is free from memory leak and is threadsafe using locks at the point where they exchange data. Total number of threads is about 15- and each thread can have from 1 to 4 objects. Making about 25 - 30 odd objects which all have some critical logging to do. Most discussion I have seen about different levels as in Log4J and it's other translations. The real big questions is about how the overall logging should really happen? One approach is all local logging does fprintf to stderr. The stderr is redirected to some file. This approach is very bad when logs become too big. If all object instantiate their individual loggers - (about 30-40 of them) there will be too many files. And unlike above, one won't have the idea of true order of events. Timestamping is one possibility - but it is still a mess to collate. If there is a single global logger (singleton) pattern - it indirectly blocks so many threads while one is busy putting up logs. This is unacceptable when processing of the threads are heavy. So what should be the ideal way to structure the logging objects? What are some of the best practices in actual large scale applications? I would also love to learn from some of the real designs of large scale applications to get inspirations from!

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  • Draw contour around object in Opengl

    - by Maciekp
    I need to draw contour around 2d objects in 3d space. I tried drawing lines around object(+points to fill the gap), but due to line width, some part of it(~50%) was covering object. I tried to use stencil buffer, to eliminate this problem, but I got sth like this(contour is green): http://goo.gl/OI5uc (sorry I can't post images, due to my reputation) You can see(where arrow points), that some parts of line are behind object, and some are above. This changes when I move camera, but always there is some part, that is covering it. Here is code, that I use for drawing object: glColorMask(1,1,1,1); std::list<CObjectOnScene*>::iterator objIter=ptr->objects.begin(),objEnd=ptr->objects.end(); int countStencilBit=1; while(objIter!=objEnd) { glColorMask(1,1,1,1); glStencilFunc(GL_ALWAYS,countStencilBit,countStencilBit); glStencilOp(GL_REPLACE,GL_KEEP,GL_REPLACE ); (*objIter)->DrawYourVertices(); glStencilFunc(GL_NOTEQUAL,countStencilBit,countStencilBit); glStencilOp(GL_KEEP,GL_KEEP,GL_REPLACE); (*objIter)->DrawYourBorder(); ++objIter; ++countStencilBit; } I've tried different settings of stencil buffer, but always I was getting sth like that. Here is question: 1.Am I setting stencil buffer wrong? 2. Are there any other simple ways to create contour on such objects? Thanks in advance.

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  • 3d Picking under reticle

    - by Wolftousen
    i'm currently trying to work out some 3d picking code that I started years ago, but then lost interested the assignment was completed (this part wasn't actually part of the assignment). I am not using the mouse coords for picking, i'm just using the position in 3d space and a ray directly out from there. A small hitch though is that I want to use a cone and not a ray. Here are the variables i'm using: float iReticleSlope = 95/3000; //inverse reticle slope float baseReticle = 1; //radius of the reticle at z = 0 float maxRange = 3000; //max range to target Quaternion orientation; //the cameras orientation Vector3d position; //the cameras position Then I loop through each object in the world: Vector3d transformed; //object position after transformations float d, r; //holder variables for(i = 0; i < objects.length; i++) { transformed = position - objects[i].position; //transform the position relative to camera orientation.multiply(transformed); //orient the object relative to the camera if(transformed.z < 0) { d = sqrt(transformed[0] * transformed[0] + transformed[1] * transformed[1]); r = -transformed[2] * iReticleSlope + objects[i].radius; if(d < r && -transformed[2] - objects[i].radius <= maxRange) { //the object is under the reticle } else { //the object is not under the reticle } } else { //the object is not under the reticle } } Now this all works fine and dandy until the window ratio doesn't match the resolution ratio. Is there any simple way to account for that

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  • How can I stop a process from moving to the background?

    - by Alex
    I have a machine running Ubuntu server version 12.04.3 LTS. On it, I'm attempting to run a node.js server that needs to stay up and running at all times. I'm running into an issue, however, where periodically I see this happen: [1]+ Stopped sudo node server.js When this happens, I have to manually bring it back with fg, which works fine, at least until it stops again. As far as I can tell, it isn't functioning properly while stopped, since I get no log files in those windows of time. So my question is this: Is there a way to prevent it from being stopped like that? I'm running it in a tmux window, if that changes anything. Also, to address the question before it gets asked: I'm running it as sudo due to some ecryptfs issues I've been having. I was originally running it in my home directory, but when it was left alive for too long things would get out of sync and the file writes it has to do would just stop working. To mitigate that, I moved it out of my home directory, but its new location requires me to use sudo permissions for everything to work correctly. Hopefully that isn't related to the whole background task thing. (sudo and tmux tags included in case one or both turn out to actually be relevant to the solution.)

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  • Software architecture for two similar classes which require different input parameters for the same method

    - by I Like to Code
    I am writing code to simulate a supply chain. The supply chain can be simulated in either an intermediate stocking or a cross-docking configuration. So, I wrote two simulator objects IstockSimulator and XdockSimulator. Since the two objects share certain behaviors (e.g. making shipments, demand arriving), I wrote an abstract simulator object AbstractSimulator which is a parent class of the two simulator objects. The abstract simulator object has a method runSimulation() which takes an input parameter of class SimulationParameters. Up till now, the simulation parameters only contains fields that are common to both simulator objects, such as randomSeed, simulationStartPeriod and simulationEndPeriod. However, I now want to include fields that are specific to the type of simulation that is being run, i.e. an IstockSimulationParameters class for an intermediate stocking simulation, and a XdockSimulationParameters class for a cross-docking simulation. My current idea is take the method runSimulation() out of the AbstractSimulator class, but to put a runSimulation(IstockSimulationParameters) method in the IstockSimulator class, and a runSimulation(XdockSimulationParameters) method in the IstockSimulator class. I am worried however, that this approach will lead to code duplication. What should I do?

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  • Graphical Interface and Object Selection/Manipulation

    - by ToriArendt
    I have a project I want to try to implement, but I'm kind of stuck on how to get started. I know there are probably a lot of resources that I can look at, but I'm really just stuck on what to even search for and where to begin. Basically, I have a program written in Java that separates 3D coordinates from a 3D reconstructed model into different objects. I then want to be able to perform a logistic regression on these objects to determine if they are type A or type B. But first, I need to classify a training set of objects as type A or B by hand. I don't know ANYTHING about graphing or user interfaces in Java, so I have been plotting the coordinates of a given object in MATLAB so that I can visualize the object and assign it a type. Now, as I am trying to make this program more "user friendly" I want to create an interface in Java where I can simply graph all the coordinates of the objects from the entire 3D model (on the same graph). I then want to be able to click on the each object and assign it to be either of type A or type B. I hope this description makes sense and someone can point me in the direction of something that will help me. I'm sorry if some of this terminology is off; I'm a bit new to software development. P.S. If anyone also has some tips on implementing logistic regression in Java, I'm sure I'll need them down the road :).

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  • Learning how to design knowledge and data flow [closed]

    - by max
    In designing software, I spend a lot of time deciding how the knowledge (algorithms / business logic) and data should be allocated between different entities; that is, which object should know what. I am asking for advice about books, articles, presentations, classes, or other resources that would help me learn how to do it better. I code primarily in Python, but my question is not really language-specific; even if some of the insights I learn don't work in Python, that's fine. I'll give a couple examples to clarify what I mean. Example 1 I want to perform some computation. As a user, I will need to provide parameters to do the computation. I can have all those parameters sent to the "main" object, which then uses them to create other objects as needed. Or I can create one "main" object, as well as several additional objects; the additional objects would then be sent to the "main" object as parameters. What factors should I consider to make this choice? Example 2 Let's say I have a few objects of type A that can perform a certain computation. The main computation often involves using an object of type B that performs some interim computation. I can either "teach" A instances what exact parameters to pass to B instances (i.e., make B "dumb"); or I can "teach" B instances to figure out what needs to be done when looking at an A instance (i.e., make B "smart"). What should I think about when I'm making this choice?

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  • What's a good way to check that a player has clicked on an object in a 3D game?

    - by imja
    I'm programming a 3D game (using C++ and OpenGL), and I have a few 3D objects in the scene, we can say they are boxes for this example. I want to let the player click on those boxes to select them (ie. they might change color) with the typical restriction like if more than one box is located where the user clicked, only the one closest to the camera would get selected. What would be the best way to do this? The fact that these objects go through several transforms before getting to window coordinates is what makes this a bit tricky. One approach I thought about was that if the player clicks on the screen, I could normalize the x,y coordinates of mouse click and then transform the bounding box coordinates of the objects into clip-space so that I could compare then to the normalized mouse coordinates. I guess I could then do some sort of ray-box collision test to see if any objects lie as the path of the mouse click. I'm afraid I might be over complicating it. Any better methods out there?

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  • Rendering design. How can I effectively deal with forward, deferred and transparent rendering?

    - by user1423893
    I have many objects in my game world that all derive from one base class. Each object will have different materials and will therefore be required to be drawn using various rendering techniques. I currently use the following order for rendering my objects. Deferred Forward Transparent (order independent) Each object has a rendering flag that denotes which one of the above methods should be used. The list of base objects in the scene are then iterated through and added to separate lists of deferred, forward or transparent objects based on their rendering flag value. The individual lists are then iterated through and drawn using the order above. Each list is cleared at the end of the frame. This methods works fairly well but it requires different draw methods for each material type. For example each object will require the following methods in order to be compatible with the possible flag settings. object.DrawDeferred() object.DrawForward() object.DrawTransparent() It is also hard to see where methods outside of materials, such as rendering shadow maps, would fit using this "flag & method" design. object.DrawShadow() I was hoping that someone may have some suggestions for improving this rendering process, possibly making it more generic and less verbose?

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  • Object desing problem for simple school application

    - by Aragornx
    I want to create simple school application that provides grades,notes,presence,etc. for students,teachers and parents. I'm trying to design objects for this problem and I'm little bit confused - because I'm not very experienced in class designing. Some of my present objects are : class PersonalData() { private String name; private String surename; private Calendar dateOfBirth; [...] } class Person { private PersonalData personalData; } class User extends Person { private String login; private char[] password; } class Student extends Person { private ArrayList<Counselor> counselors = new ArrayList<>(); } class Counselor extends Person { private ArrayList<Student> children = new ArrayList<>(); } class Teacher extends Person { private ArrayList<ChoolClass> schoolClasses = new ArrayList<>(); private ArrayList<Subject> subjects = new ArrayList<>(); } This is of course a general idea. But I'm sure it's not the best way. For example I want that one person could be a Teacher and also a Parent(Counselor) and present approach makes me to have two Person objects. I want that user after successful logging in get all roles that it has (Student or Teacher or (Teacher & Parent) ). I think I should make and use some interfaces but I'm not sure how to do this right. Maybe like this: interface Role { } interface TeacherRole implements Role { void addGrade( Student student, Grade grade, [...] ); } class Teacher implements TeacherRole { private Person person; [...] } class User extends Person{ ArrayList<Role> roles = new ArrayList<>(); } Please if anyone could help me to make this right or maybe just point me to some literature/article that covers practical objects design.

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