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  • Advise on effectively re-entering CPP world [closed]

    - by Aadith
    I am getting back into C++ world after nearly a decade. Apparently, there has been a world of development. Would like to get the developer community's advice as to what would be a good approach to have a smooth take-off. To start with, I have done the following: Read up (very briefly) on C++ 11 standards Installed GCC 4.7 Wrote a Hello World program I am sure getting a decent book and reading through it would do. But I am looking for any strategic advise experts might have to share. Trying to leverage on past experience to have a short but effective initial learning span. What would be top few things I would have to look into?

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  • Using Cpp Unit with visual studio 2010 [closed]

    - by Deepak
    I have downloaded "cppunit-cvs-repo-archive.tar.bz2" from http://sourceforge.net/projects/cppunit/ Now after unzipping the above .tar.bz2 what to do next? On searching on internet, it is mentioned that open the CppUnitLibraries.dsw project under cppunit-cvs-repo-archive\cppunit\src folder but the same file is existing with name "CppUnitLibraries.dsw,v" and on changing its extension to .dsw and on opening again it displays the message invalid project file.

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  • Rendering skybox in first person shooter

    - by brainydexter
    I am trying to get a skybox rendered correctly in my first person shooter game. I have the skybox cube rendering using GL_TEXTURE_CUBE_MAP. I author the cube with extents of -1 and 1 along X,Y and Z. However, I can't wrap my head around the camera transformations that I need to apply to get it right. My render loop looks something like this: mp_Camera-ApplyTransform() :: Takes the current player transformation and inverts it and pushes that on the modelview stack. Draw GameObjects Draw Skybox DrawSkybox does the following: glEnable(GL_TEXTURE_CUBE_MAP); glDepthMask(GL_FALSE); // draw the cube here with extents glDisable(GL_TEXTURE_CUBE_MAP); glDepthMask(GL_TRUE); Do I need to translate the skybox by the translation of the camera ? (btw, that didn't help either) EDIT: I forgot to mention: It looks like a small cube with unit extents. Also, I can strafe in/out of the cube. Screenshot:

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  • First Person Shooter game agent development

    - by LangerHansIslands
    I would like to apply (program) the Artificial intelligence methods to create a intelligent game bots for a first person shooter game. Do you have any knowledge from where can I start to develop as a Linux user? Do you have a suggestion for an easy-to-start game for which I can develop bots easily, caring more about the result of my algorithms rather than spending a lot of time dealing with the game code? I've read some publications about the applied methods to Quake 3 (c) and Open Arena. But I couldn't find the source codes and manuals describing how to start coding( for compiling, developing ai and etc.). I appreciate your help.

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  • Referring to hardware/software in first-person? [closed]

    - by JYelton
    At my company, there is a habit for the engineers to refer to their respective hardware/firmware/software in the first-person as if the device they are responsible for is a manifestation of themselves. I'll give you an example: Hardware Engineer: "I don't receive the first byte, so I stay off." Software Engineer: "I'm sending you the first byte after the ack flag, so I thought you were getting it." Hardware Engineer: "No, you're not turning me on." It was this very example I overheard today that nearly had me giggling in fits. "You're not turning me on." Well, I should hope not! So, is it common practice for engineers to do this, or simply unprofessional? Any suggestions for changing this apparently bad habit?

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  • 2010 SQLPeople Person of the Year

    - by andyleonard
    Introduction Back in 2010, I started recognizing the SQLPeople Person of the Year. It's been a tradition ever since. "But Andy, you're writing this in 2010." Yep. Good eye, Pep. The Award Goes To: Steve Jones ( Blog | @way0utwest ). I am not a DBA - I'm a database developer. I joke and say I look like the world's greatest DBA when there's no contention, the jobs are finishing successfully, queries return data quickly and accurately, and the backups succeed. But anyone looks like the world's greatest...(read more)

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  • Tableview not updating correctly after adding person

    - by tazboy
    I have to be missing something simple here but it escapes me. After the user enters a new person to a mutable array I want to update the table. The mutable array is the datasource. I believe my issue lies within cellForRowAtIndexPath. - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { TextFieldCell *customCell = (TextFieldCell *)[tableView dequeueReusableCellWithIdentifier:@"TextCellID"]; UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:@"cell"]; if (indexPath.row == 0) { if (customCell == nil) { NSArray *nibObjects = [[NSBundle mainBundle] loadNibNamed:@"TextFieldCell" owner:nil options:nil]; for (id currentObject in nibObjects) { if ([currentObject isKindOfClass:[TextFieldCell class]]) customCell = (TextFieldCell *)currentObject; } } customCell.nameTextField.delegate = self; cell = customCell; } else { if (cell == nil) { cell = [[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:@"cell"]; cell.textLabel.text = [[self.peopleArray objectAtIndex:indexPath.row-1] name]; NSLog(@"PERSON AT ROW %d = %@", indexPath.row-1, [[self.peopleArray objectAtIndex:indexPath.row-1] name]); NSLog(@"peopleArray's Size = %d", [self.peopleArray count]); } } return cell; } When I first load the view everything is great. This is what prints: PERSON AT ROW 0 = Melissa peopleArray's Size = 2 PERSON AT ROW 1 = Dave peopleArray's Size = 2 After I add someone to that array I get this: PERSON AT ROW 1 = Dave peopleArray's Size = 3 PERSON AT ROW 2 = Tom peopleArray's Size = 3 When I add a second person I get: PERSON AT ROW 2 = Tom peopleArray's Size = 4 PERSON AT ROW 3 = Ralph peopleArray's Size = 4 Why is not printing everyone in the array? This pattern continues and it only ever prints two people, and it's always the last two people. What the heck am I missing?

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  • Adding string items to a list of type Person C#

    - by user1862808
    Im makeing a simple registration application and I have an assignment to learn more about lists. I have an assignment that says that i am to create a class called Persons and in that class set the values from the text fields in variables and add this to a list of type Person. So far: in the Person class: string strSocialSecurityNumber = string.Empty;//---( This will not be used now.) string strFirstName = string.Empty; string strLastName = string.Empty; string strFullName = string.Empty; string strAge = string.Empty; string strAll = string.Empty; int intAge = 0; List<Person> lstPerson = new List<Person>(); public void SetValues(string FirstName, string LastName, int Age) { strFirstName = FirstName; strLastName = LastName; strFullName = strFirstName + " " + strLastName; intAge = Age; strAge = Convert.ToString(intAge); strAll = strAge + " " + strFullName; } public List<Person> Person() { lstPerson.Add(strAll); return lstPerson; } Error message: "can not convert from string to Person" The assignment says that the list is to be of the type Person so i am suppose to add strings to it and ive looked how to do this but I dont know how. I have seen that there are options like "ConvertAll" But im not sure if I am allowed to use it since the list should be of type Person. Thank you!

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  • Scientists Demonstrate First-Person Shooter Games Improve Vision

    - by Jason Fitzpatrick
    Need an excuse to log a few more hours playing Call of Duty or Medal of Honor? Scientists demonstrated improved vision in test subjects after daily doses of first-person shooter games. Scientists at McMaster University took subjects who, as the result of surgery correcting congenital cataracts, had less than 20/20 vision. Subjects played Medal of Honor for a total of 40 hours over the course of 4 weeks before having their vision retested. The results? The CBC reports: The participants found improvements in detail, perception of motion and in low contrast settings. In essence, players could now read about one to one-and-a-half more lines on an optometrist’s eye chart. “We were thrilled,” Lewis said. “It’s very exciting to open up a new world of hope for these people.” How to Get Pro Features in Windows Home Versions with Third Party Tools HTG Explains: Is ReadyBoost Worth Using? HTG Explains: What The Windows Event Viewer Is and How You Can Use It

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  • linking c++ sources in iPhone project

    - by Steve918
    I have a single cpp file added to my iPhone project with a .cpp extension, but I'm seeing errors when linking like: operator new[](unsigned long)", referenced from: ___gxx_personality_sj0", referenced from: I thought as long as I named the cpp files with .cpp or .mm it would do the right thing, do I need to add some linker flags? Update: Complete Build log: http://dpaste.org/tXAy/ The C++ code: unzip.h unzip.cpp

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  • Unix - "xargs" - output "in the middle" (not at the end!)

    - by Petike
    Hello, example use of "xargs" application in Unix can be something like this: ls | xargs echo which is the same as (let's say I have "someFile" and "someDir/" in the working dir): echo someFile someDir so "xargs" take its "input" and place it "at the end" of the next command (here at the end of echo). But sometimes I want xargs to place its input somewhere "in the middle" of next command. For example: find . -type f -name "*.cpp" -print | xargs g++ -o outputFile so if I had in the current directory files "a.cpp" "b.cpp" "c.cpp" the output would be the same as with the command: g++ -o outputFile a.cpp b.cpp c.cpp but I want to have something like this: g++ a.cpp b.cpp c.cpp -o outputFile Is there a way to do it? P.S.: I need it in some cases, because e.g.: i586-mingw32msvc-g++ -o outputFile `pkg-config --cflags --libs gtkmm-2.4` a.cpp b.cpp c.cpp doesn't work but this one works fine: i586-mingw32msvc-g++ a.cpp b.cpp c.cpp -o outputFile `pkg-config --cflags --libs gtkmm-2.4` Thanks. Petike

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  • Bullet Physics - Casting a ray straight down from a rigid body (first person camera)

    - by Hydrocity
    I've implemented a first person camera using Bullet--it's a rigid body with a capsule shape. I've only been using Bullet for a few days and physics engines are new to me. I use btRigidBody::setLinearVelocity() to move it and it collides perfectly with the world. The only problem is the Y-value moves freely, which I temporarily solved by setting the Y-value of the translation vector to zero before the body is moved. This works for all cases except when falling from a height. When the body drops off a tall object, you can still glide around since the translate vector's Y-value is being set to zero, until you stop moving and fall to the ground (the velocity is only set when moving). So to solve this I would like to try casting a ray down from the body to determine the Y-value of the world, and checking the difference between that value and the Y-value of the camera body, and disable or slow down movement if the difference is large enough. I'm a bit stuck on simply casting a ray and determining the Y-value of the world where it struck. I've implemented this callback: struct AllRayResultCallback : public btCollisionWorld::RayResultCallback{ AllRayResultCallback(const btVector3& rayFromWorld, const btVector3& rayToWorld) : m_rayFromWorld(rayFromWorld), m_rayToWorld(rayToWorld), m_closestHitFraction(1.0){} btVector3 m_rayFromWorld; btVector3 m_rayToWorld; btVector3 m_hitNormalWorld; btVector3 m_hitPointWorld; float m_closestHitFraction; virtual btScalar addSingleResult(btCollisionWorld::LocalRayResult& rayResult, bool normalInWorldSpace) { if(rayResult.m_hitFraction < m_closestHitFraction) m_closestHitFraction = rayResult.m_hitFraction; m_collisionObject = rayResult.m_collisionObject; if(normalInWorldSpace){ m_hitNormalWorld = rayResult.m_hitNormalLocal; } else{ m_hitNormalWorld = m_collisionObject->getWorldTransform().getBasis() * rayResult.m_hitNormalLocal; } m_hitPointWorld.setInterpolate3(m_rayFromWorld, m_rayToWorld, m_closestHitFraction); return 1.0f; } }; And in the movement function, I have this code: btVector3 from(pos.x, pos.y + 1000, pos.z); // pos is the camera's rigid body position btVector3 to(pos.x, 0, pos.z); // not sure if 0 is correct for Y AllRayResultCallback callback(from, to); Base::getSingletonPtr()->m_btWorld->rayTest(from, to, callback); So I have the callback.m_hitPointWorld vector, which seems to just show the position of the camera each frame. I've searched Google for examples of casting rays, as well as the Bullet documentation, and it's been hard to just find an example. An example is really all I need. Or perhaps there is some method in Bullet to keep the rigid body on the ground? I'm using Ogre3D as a rendering engine, and casting a ray down is quite straightforward with that, however I want to keep all the ray casting within Bullet for simplicity. Could anyone point me in the right direction? Thanks.

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  • Meet Thomas, the Most Innovational person in Oracle Direct EMEA of Q1

    - by Maria Sandu
    Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 Thomas was voted, by his peers,  the most Innovational person in Oracle Direct EMEA of Q1, the first quarter of this fiscal! Thomas, a Business Development Consultant at Oracle Direct’s Applications Team, taught himself how to use and leverage the power of social engagement consistent with Oracle’s Social Media Policy.  From these learning's he provided both his and other applications teams in Dublin with huge amounts of training and has presented his findings to the teams on more than one occasion. It is important to recognise that this isn't just a great idea....it actually works! The results speak for themselves. Thomas is engaging with customers and prospects via their preferred channel of communication and creating a strong personal social brand. We congratulate Thomas for his efforts of raising Social Media to the next level within Business Development Group. He put a lot of work into Social Selling, as one of the first within the BDG and set the example for a new innovative approach on how to sell anno 2013. He deserves to be recognized for this. His contribution to social media has been a great inspiration for all Business Development Consultants or Business Relationship Consultants. He knows what he talks about and has great conversion rates out of his social media campaigns. And he doesn't mind sharing his knowledge with everybody. Great effort in searching for new ways of communication and social selling. Thomas has shown great initiative towards leveraging the social media and networks (twitter, linkedin) to find new business opportunities in a previously way. He has shown great out-of-the-box thinking while addressing new companies and prospects and has shared those experiences and ideas to help his colleagues use the same approach. This included a presentation, informational emails and a general helpful attitude from him. He also shared his success stories from his innovational approach.  Thomas is showing initiative with an innovative and fresh character, truly helping people to try something new  with a focus on selling across channels and working for the CRM team which is focused on selling social. We think the way Thomas positions social, by using social is innovative and inspirational. What better way to tell your clients do social, by engaging with them on a social platform? Going always the extra mile, we believe, that Thomas Brits, is an innovator from the day he walked into Oracle Direct. The way Thomas operates on the work floor by introducing new ideas to find the best opportunities as possible shows he runs the extra mile for coming up with new ideas around how to engage with customers more efficiently for instance via Social Media. Thomas also organises power hours/days for the team. He is the best! /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-family:"Calibri","sans-serif"; mso-ascii- mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi- mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;}

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  • Mocking successive calls of similar type via sequential mocking

    - by mehfuzh
    In this post , i show how you can benefit from  sequential mocking feature[In JustMock] for setting up expectations with successive calls of same type.  To start let’s first consider the following dummy database and entity class. public class Person {     public virtual string Name { get; set; }     public virtual int Age { get; set; } }   public interface IDataBase {     T Get<T>(); } Now, our test goal is to return different entity for successive calls on IDataBase.Get<T>(). By default, the behavior in JustMock is override , which is similar to other popular mocking tools. By override it means that the tool will consider always the latest user setup. Therefore, the first example will return the latest entity every-time and will fail in line #12: Person person1 = new Person { Age = 30, Name = "Kosev" }; Person person2 = new Person { Age = 80, Name = "Mihail" };   var database = Mock.Create<IDataBase>();   Queue<Person> queue = new Queue<Person>();   Mock.Arrange(() => database.Get<Person>()).Returns(() => queue.Dequeue()); Mock.Arrange(() => database.Get<Person>()).Returns(person2);   // this will fail Assert.Equal(person1.GetHashCode(), database.Get<Person>().GetHashCode());   Assert.Equal(person2.GetHashCode(), database.Get<Person>().GetHashCode()); We can solve it the following way using a Queue and that removes the item from bottom on each call: Person person1 = new Person { Age = 30, Name = "Kosev" }; Person person2 = new Person { Age = 80, Name = "Mihail" };   var database = Mock.Create<IDataBase>();   Queue<Person> queue = new Queue<Person>();   queue.Enqueue(person1); queue.Enqueue(person2);   Mock.Arrange(() => database.Get<Person>()).Returns(queue.Dequeue());   Assert.Equal(person1.GetHashCode(), database.Get<Person>().GetHashCode()); Assert.Equal(person2.GetHashCode(), database.Get<Person>().GetHashCode()); This will ensure that right entity is returned but this is not an elegant solution. So, in JustMock we introduced a  new option that lets you set up your expectations sequentially. Like: Person person1 = new Person { Age = 30, Name = "Kosev" }; Person person2 = new Person { Age = 80, Name = "Mihail" };   var database = Mock.Create<IDataBase>();   Mock.Arrange(() => database.Get<Person>()).Returns(person1).InSequence(); Mock.Arrange(() => database.Get<Person>()).Returns(person2).InSequence();   Assert.Equal(person1.GetHashCode(), database.Get<Person>().GetHashCode()); Assert.Equal(person2.GetHashCode(), database.Get<Person>().GetHashCode()); The  “InSequence” modifier will tell the mocking tool to return the expected result as in the order it is specified by user. The solution though pretty simple and but neat(to me) and way too simpler than using a collection to solve this type of cases. Hope that helps P.S. The example shown in my blog is using interface don’t require a profiler  and you can even use a notepad and build it referencing Telerik.JustMock.dll, run it with GUI tools and it will work. But this feature also applies to concrete methods that includes JM profiler and can be implemented for more complex scenarios.

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  • Makefiles - Compile all .cpp files in src/ to .o's in obj/, then link to binary in /

    - by Austin Hyde
    So, my project directory looks like this: /project Makefile main /src main.cpp foo.cpp foo.h bar.cpp bar.h /obj main.o foo.o bar.o What I would like my makefile to do would be to compile all .cpp files in the /src folder to .o files in the /obj folder, then link all the .o files in /obj into the output binary in the root folder /project. The problem is, I have next to no experience with Makefiles, and am not really sure what to search for to accomplish this. Also, is this a "good" way to do this, or is there a more standard approach to what I'm trying to do?

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  • Using Crypt32 with Dev-Cpp - Unable to link to CryptUnprotectData

    - by jgworks
    While trying to compile the example code from 'Example C Program: Using CryptProtectData' I ran into a roadblock; The linker cannot find CryptUnprotectData. Here is the console output: Compiler: Default compiler Building Makefile: "C:\Dev-Cpp\test\Makefile.win" Executing make... make.exe -f "C:\Dev-Cpp\test\Makefile.win" all gcc.exe main.o -o "Project1.exe" -L"C:/Dev-Cpp/lib" -l crypt32 main.o(.text+0xcb):main.c: undefined reference to `CryptProtectData' main.o(.text+0x121):main.c: undefined reference to `CryptUnprotectData' collect2: ld returned 1 exit status make.exe: *** [Project1.exe] Error 1 Execution terminated

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  • not able to run c/cpp execs in eclipse cdt

    - by user1658323
    i installed eclipse and then cdt on an ubuntu system recently and was trying to make the first runnable c/c++ proj.. i installed g++ also, and then created the first executable cpp 'Hello World' project some files are created... then some issues... 1) even though Build Automatically is selected, I have to goto the project n do a Build Project to build it manually, and this i have to do everytime i make a change 2) After Building manually, there are some new folders created with Binaries and Debug files and i can see g++ commands in the console being executed. The project binary is output both to debug n binaries folder. But i am not able to run these through the Green Play Button or any other way in eclipse. Even Run configuration is not showing any option for c/C++ proj.. though i can goto terminal and run the binary myself through ./ But i want to be able to run n debug this through eclipse. plz help in fixing me this problem as i really love eclipse n have some c/cpp assignments coming soon.. Console info on doing a manual project build - Build of configuration Debug for project qwe ** make all Building file: ../src/qwe.cpp Invoking: GCC C++ Compiler g++ -O0 -g3 -Wall -c -fmessage-length=0 -MMD -MP -MF"src/qwe.d" -MT"src/qwe.d" -o "src/qwe.o" "../src/qwe.cpp" Finished building: ../src/qwe.cpp Building target: qwe Invoking: GCC C++ Linker g++ -o "qwe" ./src/qwe.o Finished building target: qwe Build Finished **

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  • CD/DVD burn error in ImgBurn and Nero

    - by bobby
    I am getting the errors shown below when I try to burn a CD/DVD on my DVD writer. I am seeing this error for every CD/DVD I try to burn. I am not able to write any CDs or DVDs using ImgBurn. The burn log below is a failed burn in Nero. What could be causing this error? Nero Burning ROM bobby 4C85-200E-4005-0004-0000-7660-0800-35X3-0000-407M-MX37-**** (*) Windows XP 6.1 IA32 WinAspi: - NT-SPTI used Nero Version: 7.11.3. Internal Version: 7, 11, 3, (Nero Express) Recorder: <HL-DT-ST DVDRAM GSA-H12N> Version: UL01 - HA 1 TA 1 - 7.11.3.0 Adapter driver: <IDE> HA 1 Drive buffer : 2048kB Bus Type : default CD-ROM: <ATAPI-CD ROM-DRIVE-52MAX > Version: 52PP - HA 1 TA 0 - 7.11.3.0 Adapter driver: <IDE> HA 1 === Scsi-Device-Map === === CDRom-Device-Map === ATAPI-CD ROM-DRIVE-52MAX F: CdRom0 HL-DT-ST DVDRAM GSA-H12N G: CdRom1 ======================= AutoRun : 1 Excluded drive IDs: WriteBufferSize: 83886080 (0) Byte BUFE : 0 Physical memory : 958MB (981560kB) Free physical memory: 309MB (317024kB) Memory in use : 67 % Uncached PFiles: 0x0 Use Inquiry : 1 Global Bus Type: default (0) Check supported media : Disabled (0) 11.6.2010 CD Image 10:43:02 AM #1 Text 0 File SCSIPTICommands.cpp, Line 450 LockMCN - completed sucessfully for IOCTL_STORAGE_MCN_CONTROL 10:43:02 AM #2 Text 0 File Burncd.cpp, Line 3186 HL-DT-ST DVDRAM GSA-H12N Buffer underrun protection activated 10:43:02 AM #3 Text 0 File Burncd.cpp, Line 3500 Turn on Disc-At-Once, using CD-R/RW media 10:43:02 AM #4 Text 0 File DlgWaitCD.cpp, Line 307 Last possible write address on media: 359848 ( 79:59.73) Last address to be written: 318783 ( 70:52.33) 10:43:02 AM #5 Text 0 File DlgWaitCD.cpp, Line 319 Write in overburning mode: NO (enabled: CD) 10:43:02 AM #6 Text 0 File DlgWaitCD.cpp, Line 2988 Recorder: HL-DT-ST DVDRAM G SA-H12N; CDR co de: 00 97 27 18; O SJ entry from: Pla smon Data systems Ltd. ATIP Data: Special Info [hex] 1: D0 00 A0, 2: 61 1B 12 (LI 97:27.18), 3: 4F 3B 4A ( LO 79:59.74) Additional Info [hex] 1: 00 00 00 (invalid), 2: 00 00 00 (invalid), 3: 00 0 0 00 (invalid) 10:43:02 AM #7 Text 0 File DlgWaitCD.cpp, Line 493 >>> Protocol of DlgWaitCD activities: <<< ========================================= 10:43:02 AM #8 Text 0 File ThreadedTransferInterface.cpp, Line 785 Nero Report 1 Nero Burning ROM Setup items (after recorder preparation) 0: TRM_DATA_MODE1 (2 - CD-ROM Mode 1, Joliet) 2 indices, index0 (150) not provided original disc pos #0 + 318784 (318784) = #318784/70:50.34 not relocatable, disc pos for caching/writing not required/not required -> TRM_DATA_MODE1, 2048, config 0, wanted index0 0 blocks, length 318784 blocks [G: HL-DT-ST DVDRAM GSA-H12N] -------------------------------------------------------------- 10:43:02 AM #9 Text 0 File ThreadedTransferInterface.cpp, Line 986 Prepare [G: HL-DT-ST DVDRAM GSA-H12N] for write in CUE-sheet-DAO DAO infos: ========== MCN: "" TOCType: 0x00; Se ssion Clo sed, disc fixated Tracks 1 to 1: Idx 0 Idx 1 Next T rk 1: TRM_DATA_MODE1, 2048/0x00, FilePos 0 307200 6531768 32, ISRC "" DAO layout: =========== ___Start_|____Track_|_Idx_|_CtrlAdr_|_____Size_|______NWA_|_RecDep__________ -150 | lead-in | 0 | 0x41 | 0 | 0 | 0x00 -150 | 1 | 0 | 0x41 | 0 | 0 | 0x00 0 | 1 | 1 | 0x41 | 318784 | 318784 | 0x00 318784 | lead-out | 1 | 0x41 | 0 | 0 | 0x00 10:43:02 AM #10 Text 0 File SCSIPTICommands.cpp, Line 240 SPTILockVolume - completed successfully for FSCTL_LOCK_VOLUME 10:43:02 AM #11 Text 0 File Burncd.cpp, Line 4286 Caching options: cache CDRom or Network-Yes, small files-Yes (<64KB) 10:43:02 AM #12 Phase 24 File dlgbrnst.cpp, Line 1767 Caching of files started 10:43:02 AM #13 Text 0 File Burncd.cpp, Line 4405 Cache writing successful. 10:43:02 AM #14 Phase 25 File dlgbrnst.cpp, Line 1767 Caching of files completed 10:43:02 AM #15 Phase 36 File dlgbrnst.cpp, Line 1767 Burn process started at 48x (7,200 KB/s) 10:43:02 AM #16 Text 0 File ThreadedTransferInterface.cpp, Line 2733 Verifying disc position of item 0 (not relocatable, no disc pos, no patch infos, orig at #0): write at #0 10:43:02 AM #17 Text 0 File MMC.cpp, Line 17806 StartDAO : CD-Text - Off 10:43:02 AM #18 Text 0 File MMC.cpp, Line 22488 Set BUFE: Buffer underrun protection -> ON 10:43:03 AM #19 Text 0 File MMC.cpp, Line 18034 CueData, Len=32 41 00 00 14 00 00 00 00 41 01 00 10 00 00 00 00 41 01 01 10 00 00 02 00 41 aa 01 14 00 46 34 22 10:43:03 AM #20 Text 0 File ThreadedTransfer.cpp, Line 268 Pipe memory size 83836800 10:43:16 AM #21 Text 0 File Cdrdrv.cpp, Line 1405 10:43:16.806 - G: HL-DT-ST DVDRAM GSA-H12N : Queue again later 10:43:42 AM #22 SPTI -1502 File SCSIPassThrough.cpp, Line 181 CdRom1: SCSIStatus(x02) WinError(0) NeroError(-1502) Sense Key: 0x04 (KEY_HARDWARE_ERROR) Nero Report 2 Nero Burning ROM Sense Code: 0x08 Sense Qual: 0x03 CDB Data: 0x2A 00 00 00 4D 00 00 00 20 00 00 00 Sense Area: 0x70 00 04 00 00 00 00 10 53 29 A1 80 08 03 Buffer x0c7d9a40: Len x10000 0xDC 87 EB 41 6E AC 61 5A 07 B2 DB 78 B5 D4 D9 24 0x8D BC 51 38 46 56 0F EE 16 15 5C 5B E3 B0 10 16 0x14 B1 C3 6E 30 2B C4 78 15 AB D5 92 09 B7 81 23 10:43:42 AM #23 CDR -1502 File Writer.cpp, Line 306 DMA-driver error, CRC error G: HL-DT-ST DVDRAM GSA-H12N 10:43:55 AM #24 Phase 38 File dlgbrnst.cpp, Line 1767 Burn process failed at 48x (7,200 KB/s) 10:43:55 AM #25 Text 0 File SCSIPTICommands.cpp, Line 287 SPTIDismountVolume - completed successfully for FSCTL_DISMOUNT_VOLUME 10:44:01 AM #26 Text 0 File Cdrdrv.cpp, Line 11412 DriveLocker: UnLockVolume completed 10:44:01 AM #27 Text 0 File SCSIPTICommands.cpp, Line 450 UnLockMCN - completed sucessfully for IOCTL_STORAGE_MCN_CONTROL Existing drivers: Registry Keys: HKLM\Software\Microsoft\Windows NT\CurrentVersion\WinLogon Nero Report 3

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  • Throw Things at Me…In Person!

    - by Most Valuable Yak (Rob Volk)
    I have a few speaking engagements coming up in July.  I will be getting my Revenge on twice this week, first at the Steel City SQL User Group in Birmingham, Alabama July 17, 2012: New Horizon Computer Learning Center 601 Beacon Pkwy. West, Suite 106 Birmingham, AL 35209 Register: http://steelcitysqljul2012.eventbrite.com/ 6-8 pm CST Not content with that, with my hands behind my back, I will pull the same thing from my hat at SQL Saturday 122 in Louisville, KY on July 21, 2012: Schedule Register These include Revenge: The SQL Parts 1 AND 2!  New and improved with the new Office 2013 Preview!  (Ummm, not really). I will then Tame Unruly Data at SQL Saturday 126 in Indianapolis, IN in July 28, 2012: Schedule Register If you will be in any of those places at those times, and I owe you money, that would be the best time for you to collect.  Just make sure not to warn me first, otherwise I may not show.

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  • WebGL First Person Camera - Matrix issues

    - by Ryan Welsh
    I have been trying to make a WebGL FPS camera.I have all the inputs working correctly (I think) but when it comes to applying the position and rotation data to the view matrix I am a little lost. The results can be viewed here http://thistlestaffing.net/masters/camera/index.html and the code here var camera = { yaw: 0.0, pitch: 0.0, moveVelocity: 1.0, position: [0.0, 0.0, -70.0] }; var viewMatrix = mat4.create(); var rotSpeed = 0.1; camera.init = function(canvas){ var ratio = canvas.clientWidth / canvas.clientHeight; var left = -1; var right = 1; var bottom = -1.0; var top = 1.0; var near = 1.0; var far = 1000.0; mat4.frustum(projectionMatrix, left, right, bottom, top, near, far); viewMatrix = mat4.create(); mat4.rotateY(viewMatrix, viewMatrix, camera.yaw); mat4.rotateX(viewMatrix, viewMatrix, camera.pitch); mat4.translate(viewMatrix, viewMatrix, camera.position); } camera.update = function(){ viewMatrix = mat4.create(); mat4.rotateY(viewMatrix, viewMatrix, camera.yaw); mat4.rotateX(viewMatrix, viewMatrix, camera.pitch); mat4.translate(viewMatrix, viewMatrix, camera.position); } //prevent camera pitch from going above 90 and reset yaw when it goes over 360 camera.lockCamera = function(){ if(camera.pitch > 90.0){ camera.pitch = 90; } if(camera.pitch < -90){ camera.pitch = -90; } if(camera.yaw <0.0){ camera.yaw = camera.yaw + 360; } if(camera.yaw >360.0){ camera.yaw = camera.yaw - 0.0; } } camera.translateCamera = function(distance, direction){ //calculate where we are looking at in radians and add the direction we want to go in ie WASD keys var radian = glMatrix.toRadian(camera.yaw + direction); //console.log(camera.position[3], radian, distance, direction); //calc X coord camera.position[0] = camera.position[0] - Math.sin(radian) * distance; //calc Z coord camera.position[2] = camera.position [2] - Math.cos(radian) * distance; console.log(camera.position [2] - (Math.cos(radian) * distance)); } camera.rotateUp = function(distance, direction){ var radian = glMatrix.toRadian(camera.pitch + direction); //calc Y coord camera.position[1] = camera.position[1] + Math.sin(radian) * distance; } camera.moveForward = function(){ if(camera.pitch!=90 && camera.pitch!=-90){ camera.translateCamera(-camera.moveVelocity, 0.0); } camera.rotateUp(camera.moveVelocity, 0.0); } camera.moveBack = function(){ if(camera.pitch!=90 && camera.pitch!=-90){ camera.translateCamera(-camera.moveVelocity, 180.0); } camera.rotateUp(camera.moveVelocity, 180.0); } camera.moveLeft = function(){ camera.translateCamera(-camera.moveVelocity, 270.0); } camera.moveRight = function(){ camera.translateCamera(-camera.moveVelocity, 90.0); } camera.lookUp = function(){ camera.pitch = camera.pitch + rotSpeed; camera.lockCamera(); } camera.lookDown = function(){ camera.pitch = camera.pitch - rotSpeed; camera.lockCamera(); } camera.lookLeft = function(){ camera.yaw= camera.yaw - rotSpeed; camera.lockCamera(); } camera.lookRight = function(){ camera.yaw = camera.yaw + rotSpeed; camera.lockCamera(); } . If there is no problem with my camera then I am doing some matrix calculations within my draw function where a problem might be. //position cube 1 worldMatrix = mat4.create(); mvMatrix = mat4.create(); mat4.translate(worldMatrix, worldMatrix, [-20.0, 0.0, -30.0]); mat4.multiply(mvMatrix, worldMatrix, viewMatrix); setShaderMatrix(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.vertexAttribPointer(shaderProgram.attPosition, 3, gl.FLOAT, false, 8*4,0); gl.vertexAttribPointer(shaderProgram.attTexCoord, 2, gl.FLOAT, false, 8*4, 3*4); gl.vertexAttribPointer(shaderProgram.attNormal, 3, gl.FLOAT, false, 8*4, 5*4); gl.activeTexture(gl.TEXTURE0); gl.bindTexture(gl.TEXTURE_2D, myTexture); gl.uniform1i(shaderProgram.uniSampler, 0); gl.useProgram(shaderProgram); gl.drawArrays(gl.TRIANGLES, 0, vertexBuffer.numItems); //position cube 2 worldMatrix = mat4.create(); mvMatrix = mat4.create(); mat4.multiply(mvMatrix, worldMatrix, viewMatrix); mat4.translate(worldMatrix, worldMatrix, [40.0, 0.0, -30.0]); setShaderMatrix(); gl.drawArrays(gl.TRIANGLES, 0, vertexBuffer.numItems); //position cube 3 worldMatrix = mat4.create(); mvMatrix = mat4.create(); mat4.multiply(mvMatrix, worldMatrix, viewMatrix); mat4.translate(worldMatrix, worldMatrix, [20.0, 0.0, -100.0]); setShaderMatrix(); gl.drawArrays(gl.TRIANGLES, 0, vertexBuffer.numItems); camera.update();

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  • First Person Camera strafing at angle

    - by Linkandzelda
    I have a simple camera class working in directx 11 allowing moving forward and rotating left and right. I'm trying to implement strafing into it but having some problems. The strafing works when there's no camera rotation, so when the camera starts at 0, 0, 0. But after rotating the camera in either direction it seems to strafe at an angle or inverted or just some odd stuff. Here is a video uploaded to Dropbox showing this behavior. https://dl.dropboxusercontent.com/u/2873587/IncorrectStrafing.mp4 And here is my camera class. I have a hunch that it's related to the calculation for camera position. I tried various different calculations in strafe and they all seem to follow the same pattern and same behavior. Also the m_camera_rotation represents the Y rotation, as pitching isn't implemented yet. #include "camera.h" camera::camera(float x, float y, float z, float initial_rotation) { m_x = x; m_y = y; m_z = z; m_camera_rotation = initial_rotation; updateDXZ(); } camera::~camera(void) { } void camera::updateDXZ() { m_dx = sin(m_camera_rotation * (XM_PI/180.0)); m_dz = cos(m_camera_rotation * (XM_PI/180.0)); } void camera::Rotate(float amount) { m_camera_rotation += amount; updateDXZ(); } void camera::Forward(float step) { m_x += step * m_dx; m_z += step * m_dz; } void camera::strafe(float amount) { float yaw = (XM_PI/180.0) * m_camera_rotation; m_x += cosf( yaw ) * amount; m_z += sinf( yaw ) * amount; } XMMATRIX camera::getViewMatrix() { updatePosition(); return XMMatrixLookAtLH(m_position, m_lookat, m_up); } void camera::updatePosition() { m_position = XMVectorSet(m_x, m_y, m_z, 0.0); m_lookat = XMVectorSet(m_x + m_dx, m_y, m_z + m_dz, 0.0); m_up = XMVectorSet(0.0, 1.0, 0.0, 0.0); }

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