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  • Ecopad : une tablette qui s'auto-recharge avec la pression des doigts sur l'écran tactile

    Ecopad : une tablette qui s'auto-recharge Avec la pression des doigts sur l'écran tactile Des designers coréens ont réalisé un nouveau concept de tablette doté d'une batterie auto-rechargeable baptisé EcoPad. Le système inventé par les designers Jun-se Kim, Yonggu Do et Eunha Seo et présente lors de compétition Fujitsu Design Award 2011, convertit l'énergie générée par la pression des doigts sur l'écran tactile pour la transformer en énergie électrique qui est ensuite utilisée par le dispositif. Selon une étude, les utilisateurs des terminaux tactiles pressent en moyenne 10 000 fois par jour l'écran de leur appareil. [IMG]http://rdonfack.developpez.com/images/ecopa...

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  • Where should people give feedback on Ubuntu?

    - by poolie
    Many people have opinions or want to give feedback about Ubuntu. If they are simple bugs with a crash or display corruption, that's fine, they can file in Launchpad. But, comments about the design or concept of the system are more problematic. They come up all over the place, such as "Some Unity feedback" in other places that are not really about Unity. Ideally the answer will be a place where the comments will actually be read by the design team will tend to encourage people to read the existing comments and not post the same thing again and again perhaps will tend to bubble up good solutions rather than strange ideas will not be annoying to people who are trying to use that place for something else

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  • Splitting Logic, Data, Layout and "Hacks"

    - by fjdumont
    Sure, we all heard of programming patterns such as MVVM, MVC and such. But that isn't really what I'm looking into as Layout, Data and Logic is already pretty much split up (XML-Layout markup, Database, insert your language of choice here). The platform I am developing for is hard to maintain over the updated versions and older OSes. The project significantly grew up over the last few months and dealing with different platform versions really is a pain. For example simply disabling an user interface control for all existing versions took me around 40 lines of code in the logic layer, wrangling around with invocation, delegation, singletons that provide UI handling and so on. Is there a clean way to keep track of those "hacks" by maybe excluding it into separate classes or even packages? Should I overwrite existing framework code in order to handle my requirements correctly? If so, does that concept have a name?

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  • Sortie de Sencha Cmd V3 qui propose une vision plus globale des outils de développement

    Sortie de Sencha Cmd V3 qui propose une vision plus globale des outils de développement. Il y a quelques semaines, l'équipe Sencha avait décidé de réorganiser son développement de Sencha Cmd autour d'un concept très intéressant : un framework "aware", un compilateur JavaScript. Ce SDK propose une série d'outils performants qui automatisent une grande partie de la création de vos applications. Ces outils s'ajoutent aux frameworks Ext JS (pour la partie JavaScript) et Sencha Touch (pour la partie mobiles). [IMG]http://cdn.sencha.io/img/20120918-sencha-cmd/cmd.png[/IMG] Les gains issus des toutes premières optimisations...

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  • what is the purpose of arrows?

    - by Simon
    I am learning functionnal programming with Haskell, and I try to grab concepts by first understanding why do I need them. I would like to know the goal of arrows in functional programming languages. What problem do they solve? I checked http://en.wikibooks.org/wiki/Haskell/Understanding_arrows and http://www.cse.chalmers.se/~rjmh/afp-arrows.pdf. All I understand is that they are used to describe graphs for computations, and that they allow easier point free style coding. The article assume that point free style is generally easier to understand and to write. This seems quite subjective to me. In another article (http://en.wikibooks.org/wiki/Haskell/StephensArrowTutorial#Hangman:_Main_program), a hangman game is implemented, but I cannot see how arrows makes this implementation natural. I could find a lot of papers describing the concept, but nothing about the motivation. What I am missing?

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  • Drawing flaming letters in 3d on OpenGL ES 2.0

    - by Chiquis
    I am a bit confused about how to achieve this. What i want is to "draw with flames". I have achieved this with textures successfully, but now my concern is about doing this with particles to achieve the flaming effect. Am I supposed to have a Path in where i should add many particle emitters along the path that will "be emitting flames"? I understand the concept for 2d, but for 3d are the particles (that are quads) always supposed to be facing the user? Edit: Something else im worried about is the performance hit that will occur by having that many particle emitters, because there can be many letters and drawings at the same time. And each of these elements will have many particle emitters.

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  • Point line collision reaction

    - by user4523
    I am trying to program point line segment collision detection and reaction. I am doing this for fun and to learn. The point moves (it has a velocity, and can be controlled by the user), whilst the lines are strait and stationary. The lines are not axis aligned. Everything is in 2D. It is quite straight forward to work out if a collision has occurred. For each frame, the point moves from A to B. AB is a line, and if it crosses the line segment, a collision has occurred (or will occur) and I am able to work out the point of intersection (poi). The problem I am having is with the reaction. Ideally I would like the point to be prevented from moving across the line. In one frame, I can move the point back to the poi (or only alow it to move as far as the poi), and alter the velocity. The problem I am having with this approach (I think) is that, next frame the user may try to cross the line again. Although the point is on the poi, the point may not be exactly on the line. Since it is not axis aligned, I think there is always some subtle rounding issue (A float representation of a point on a line might be rounded to a point that is slightly on one side or the other). Because of this, next frame the path might not intersect the line (because it can start on the other side and move away from it) and the point is effectively allowed to cross the line. Firstly, does the analysis sound correct? Having accepted (maybe) that I cannot always exactly position the point on the line, I tried to move the point away from the line slightly (either along the normal to the line, or along the path vector). I then get a problem at edges. Attempting to fix one collision by moving the point away from the line (even slightly) can cause it to cross another line (one shape I am dealing with is a star, with sharp corners). This can mean that the solution to one collision inadvertently creates another collision, which is ignored. Again, does this sound correct? Anyway, whatever I try, I am having difficulty with edges, and the point is occasionally able to penetrate the polygons and cross lines, which is undesirable. Whilst I can find a lot of information about collision detection on the web (and on this site) I can find precious little information on collision reaction. Does any one know of any good point line collision reaction tutorials? Or is my approach too flawed/over complicated?

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  • Android Loading Screen: How do I go about using a stack to load elements, and the option of incrementing the size counter?

    - by tom_mai78101
    I have some problems with figuring out what value I should put in the function: int value_needed_to_figure_out = X; ProgressBar.incrementProgressBy(value_needed_to_figure_out); I've been researching about loading screens and how to use them. Some examples I've seen have implemented Thread.sleep() in a Handler.post(new Runnable()) function. To me, I got most of that concept of using the Handler to update the ProgressBar, while pretending to do some heavy crunching work. So, I kept looking. I have read this thread here: How do I load chunks of data from an assest manager during a loading screen? It said that I can try using a stack it needs to load, and adding a size counter as I add elements to the stack. What does it mean? This is the part where I'm totally stumped. If anyone would provide some hints, I'll gladly appreciate it. Thanks in advance.

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  • How can I compile an IP address to country lookup database to make available for free?

    - by Nick
    How would I go about compiling an accurate database of IP addresses and their related countries to make available as an open source download for any web developer who wants to perform a geographic IP lookup? It seems that a company called MaxMind has a monopoly on geographic IP data, because most online tutorials I've seen for country lookups based on IP addresses start by suggesting a subscription to MaxMind's paid service (or their less accurate free 'Lite' version). I'm not completely averse to paying for their solution or using the free one, but the concept of an accurate open source equivalent that anyone can use without restriction appeals to me, and I think it would be useful for the web development community. How is geographic IP data collected, and how realistic is it to hope to maintain an up-to-date open version?

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  • Detailed Modern Opengl Tutorial?

    - by Kogesho
    I am asking for a specific modern opengl tutorial. I need a tutorial that does not skip to explain any lines of code. It should also include different independent objects moving/rotating (most tutorials use only one object), as well as imported 3d objects and collision detection for them. It should also avoid stuff that won't be used. Arcysnthesis for example gives a new concept, and after teaching it, in the next tutorial, it explains how bad it is for performance and introduces another method. Do you know any?

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  • How to organize functional programs

    - by bleakcabal
    In OOP, your basic unit of organization for code is the class. A frequently used methodology in Java, C# and similar languages is to organize your code around having one file for each class with the file name following the class name. You can consider each of these class as a unit of organization to group a single concept. These classes are in in namespaces which often follow the directory structure of the files in the solution/project. Namespaces are another level of organization. How are large projects in functional languages typically organized? How to you determine how to split your functions into different files? Are other units of grouping beside files used? How is code typically organized within a single file?

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  • How many VBOs should I use and should I keep a copy of their data?

    - by CSharpie
    Firstofall, I am sorry if my question is to broad. I am developing a tile based game and switched from those gl.Begin calls to using VBOs. This is kind of working allready, I managed to render a hexagonal polygon with a simple shader applied. What I am not sure is, how to implement the "whole" tile concept. Concrete the questions are: Is it better to create 1 VBO for a single tile and render it n-Times in every different position, or render one huge VBO that represents the whole "world" Depending on the answer above, what is the best way to draw a "linegrid". Overlay with the same vbo using the respecting polygon.mode , or is there a way to let the shader to this? How would frustum-culling or mousepicking work then, do i need to keep the VBO-data in memory?

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  • Bomb timer adventure game win32 c++ [on hold]

    - by user3491746
    I'm working on an adventure game in win32 and opengl for my 2nd year university project for class. I am pretty much finished my game but I'm stuck on the concept of how to program a timer which outputs hh : mm : ss -- but which countdown, not up. I've made a clock which counts up using vector matrices and the segxseg matrix algorithm but I cannot figure out how to make a clock (it can be simple even text using wsprintf) that counts down in that format. Can anyone possible give me an example or some literature that I can read on how to do this? Please dont suggest for me to use another environment, I've already been working here for 2 months on this game, and I'm pretty much done so i'm at no point to switch over. Can anyone show me how I can take a shot at this component of my project? Thanks a bunch! Anything that I can get is appreciated.

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  • What are the semantics of glRotate and glTranslate's parameters?

    - by Zarkopafilis
    I have been trying to play with OpenGL after watching some tutorials and I don't understand how the glTranslatef and glRotatef functions work. I believe a simple picture would help me. I understand that glTranslatef changes the position of the "camera" (but does it change the position in wich the shapes are getting drawn)? However, I don't understand the rotation concept at all. If I do glRotatef(1,0,0,1) it makes my quad spin around. If I just do glRotatef(1,0,0,0) it makes the quad smaller (further away) but if I try to rotate around the X or Y axis, I get a black screen. I don't understand the angle either. Help would be appreciated.

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  • Cloud Computing in words of one syllable

    - by harry.foxwell(at)oracle.com
    A colleague of mine challenged me to describe Cloud Computing in words of one syllable so that even his 80-year-old mother-in-law could understand the concept.  Hmmmm...The Cloud lets you do all your work on the Web or on your own net. It lets you set up your own work; no one has to set it up for you.  When you need more disk space, the cloud makes it for you.  When you need more speed, the cloud adds more gear to make your jobs go fast.  You share the cloud with more than just your own work, and you just pay for what you use.  The cloud is not new; this type of work has been done for years; just the word is new.  Now you know what the cloud is.  Or not.

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  • 3D mobile game development [on hold]

    - by SCM
    I am not a developer or programmer and, I am planning an educative project that will involve having students to develop a cross-platform, 3D mobile game, similar to the SimCity concept. I need to write a project requirement and I'd like to pick someone's brain to understand what's involved in developing such a project: -Is it realistic to have one or two students to do it? and along their other modules at uni? - How much time can it take to develop from scratch? - what are the different skills required? Thank you All SCM

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  • I am new to game development, what do I need to know? [closed]

    - by farmdve
    I am unsure if this question is a duplicate, I hope it isn't. Are there any resources on the terminology when doing game development? Because, even if you tell me to learn some graphics API, how would I understand the things it does, if I am not well into the terminology(voxel,mesh,polygon,shading). What about the math that is involved in the game(geometry) or the concept of the gravity,collision detection in the game and their respective maths? I am very bad at math, never was good, because I have ADHD, but I won't give up just yet. I look at a game, and I see "textures", but how am I walking on them, how do they take substance so I don't fall off of them? And depth? This is what I need information about, not just a link to a library like SDL(which I have compiled under MinGW and MinGW-W64) and tell me to learn it and the cliché answer "start simple/small". I hope the question(s) are not too vague.

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  • Free Pluralsight Videos for this week

    - by TATWORTH
    Pluralsight have issued two free videoshttp://blog.pluralsight.com/2012/09/05/video-end-the-global-pollution-crisis-in-javascript/http://blog.pluralsight.com/2012/08/31/video-fake-it-until-you-make-it-with-fakeiteasy/Their exact words were: Free Videos this Week End the Global Pollution Crisis... In Javascript Too many globally scoped variables and functions can make Javascript code difficult to work with, particularly on large projects. See how to simulate the concept of namespaces using objects. Fake it Until You Make It with FakeItEasy FakeItEasy is a .NET framework for easily creating mock objects in tests. See how easy it is to FakeItEasy with complex nested hierarchies.

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  • Le Mac App Store est ouvert depuis ce matin, mais il inquiète déjà certains développeurs

    Le Mac App Store est ouvert depuis ce matin, mais il inquiète déjà certains développeurs Mise à jour du 06.01.2011 par Katleen Comme nous vous l'avions annoncé il y a deux semaines, le Mac App Store est lancé ce jour. Un service de plus dans la panoplie d'Apple, qui ne cesse de s'étendre. Son objectif ? Offrir plus de visibilité à Mac OS X, l'OS de la firme. La boutique sera en effet disponible directement depuis celui-ci. Seulement, ce concept ne fait pas la joie de tout le monde : les développeurs commencent à grincer des dents. En effet, à cause de la prolifération des applications, qui sont de plus en plus nombreuses, un phénomène de concurrence s'est mis en place, e...

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  • How does sprite customization in 2D games work?

    - by Alouette
    I´m working on the design of a new game concept at the moment and I would like to know how to handle a customization of sprites. (In 2D that is, hence the topic.) This is my scenario: The player will have a tower containing 3 floors (or more). Each floor can be replaced by another "piece", i.e. a blue floor, a fire floor, a stone floor. With the little knowledge of game development I have, creating a sprite for each possible combination is probably not a good idea, since the size of the game file will be HUGE. So, how does developers solve this? Do you put a standard position and just replace the sprite itself? Any advice or information about this would be great. Regards.

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  • 3D array in a 2D array

    - by Smallbro
    Currently I've been using a 3D array for my tiles in a 2D world but the 3D side comes in when moving down into caves and whatnot. Now this is not memory efficient and I switched over to a 2D array and can now have much larger maps. The only issue I'm having now is that it seems that my tiles cannot occupy the same space as a tile on the same z level. My current structure means that each block has its own z variable. This is what it used to look like: map.blockData[x][y][z] = new Block(); however now it works like this map.blockData[x][y] = new Block(z); I'm not sure why but if I decide to use the same space on say the floor below it wont allow me to. Does anyone have any ideas on how I can add a z-axis to my 2D array? I'm using java but I reckon the concept carries across different languages.

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  • Prediction happening on (sending) client side

    - by Daniel
    This seems like a simple enough concept, but I haven't seen this implemented anywhere yet. Assuming that the server just forwards and verifies data... I'm using mouse-based movement, so it's not too difficult to predict the location of the player 150ms from when the event is sent. I'm thinking it is more accurate than using old data and older data on the receiving clients' side. The question I have, is why can I not find any examples of this? Is there something fundamentally wrong with this that I cannot find anyone implementing or talking about implementing this.

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  • schema.org specification for generic pages or posts on a CMS

    - by NateWr
    I'm trying to determine the best possible schema.org type to declare for the content section in the template of a content management system, which will handle regular news posts for small, local hospitality businesses. The type should represent the content of that page, which is likely to be a wide range of things. The description for Article pretty strongly encourages its use to be limited to the articles of a publication. For purely semantic reasons, I'm not sure if Blog is appropriate in this case -- businesses won't be creating typical "blog" content but are more likely to be writing about upcoming events, special deals, awards, etc. Would Webpage be appropriate in this instance? Although I'm a fan of the schema.org concept, I frequently find myself unsure how broadly or narrowly I'm meant to infer the meaning of a type. In such cases, is it safe to use a high-level element, such as CreativeWork, or does this blunt the usefulness of the markup?

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  • Using packages (gems, eggs, etc.) to create decoupled architectures

    - by Juan Carlos Coto
    The main issue Seeing the good support most modern programming platforms have for package management (think gem, npm, pip, etc), does it make sense to design an application or system be composed of internally developed packages, so as to promote and create a loosely coupled architecture? Example An example of this would be to create packages for database access, as well as for authentication and other components of the system. These, of course, use external packages as well. Then, your system imports and uses these packages - instead of including their code within its own code base. Considerations To me, it seems that this would promote code decoupling and help maintainability, almost in a Web-based-vs.-desktop-application kind of way (updates are applied almost automatically, single code base for single functionality, etc.). Does this seem like a rational and sane design concept? Is this actually used as a standard way of structuring applications today? Thanks very much!

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  • Les Google TV n'arriveront pas avant 2012 en France, les chaînes télévisées s'opposent à ses caractéristiques d'affichage

    Les Google TV n'arriveront pas avant 2012 en France, les chaînes télévisées s'opposent à ses caractéristiques d'affichage Mise à jour du 11.03.2011 par Katleen Il y a quelques jours, Jean-Marc Tassetto, le PDG de Google France, s'est exprimé à l'occasion de la remise d'un rapport au ministère des Finances. Il y a donné de mauvaises nouvelles concernant les Google TV, ces téléviseurs fabriqués par Sony et connectés à Internet. Si le concept a déjà été mal accueilli aux Etats-Unis, où il peine à se faire une place, il suscite également une certaine animosité dans notre pays. En effet, les grands groupes audiovisuels français ne voient pas cette arrivée d'un bon oeil, et se sont d'ailleur...

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