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  • Movement and Collision with AABB

    - by Jeremy Giberson
    I'm having a little difficulty figuring out the following scenarios. http://i.stack.imgur.com/8lM6i.png In scenario A, the moving entity has fallen to (and slightly into the floor). The current position represents the projected position that will occur if I apply the acceleration & velocity as usual without worrying about collision. The Next position, represents the corrected projection position after collision check. The resulting end position is the falling entity now rests ON the floor--that is, in a consistent state of collision by sharing it's bottom X axis with the floor's top X axis. My current update loop looks like the following: // figure out forces & accelerations and project an objects next position // check collision occurrence from current position -> projected position // if a collision occurs, adjust projection position Which seems to be working for the scenario of my object falling to the floor. However, the situation becomes sticky when trying to figure out scenario's B & C. In scenario B, I'm attempt to move along the floor on the X axis (player is pressing right direction button) additionally, gravity is pulling the object into the floor. The problem is, when the object attempts to move the collision detection code is going to recognize that the object is already colliding with the floor to begin with, and auto correct any movement back to where it was before. In scenario C, I'm attempting to jump off the floor. Again, because the object is already in a constant collision with the floor, when the collision routine checks to make sure moving from current position to projected position doesn't result in a collision, it will fail because at the beginning of the motion, the object is already colliding. How do you allow movement along the edge of an object? How do you allow movement away from an object you are already colliding with. Extra Info My collision routine is based on AABB sweeping test from an old gamasutra article, http://www.gamasutra.com/view/feature/3383/simple_intersection_tests_for_games.php?page=3 My bounding box implementation is based on top left/bottom right instead of midpoint/extents, so my min/max functions are adjusted. Otherwise, here is my bounding box class with collision routines: public class BoundingBox { public XYZ topLeft; public XYZ bottomRight; public BoundingBox(float x, float y, float z, float w, float h, float d) { topLeft = new XYZ(); bottomRight = new XYZ(); topLeft.x = x; topLeft.y = y; topLeft.z = z; bottomRight.x = x+w; bottomRight.y = y+h; bottomRight.z = z+d; } public BoundingBox(XYZ position, XYZ dimensions, boolean centered) { topLeft = new XYZ(); bottomRight = new XYZ(); topLeft.x = position.x; topLeft.y = position.y; topLeft.z = position.z; bottomRight.x = position.x + (centered ? dimensions.x/2 : dimensions.x); bottomRight.y = position.y + (centered ? dimensions.y/2 : dimensions.y); bottomRight.z = position.z + (centered ? dimensions.z/2 : dimensions.z); } /** * Check if a point lies inside a bounding box * @param box * @param point * @return */ public static boolean isPointInside(BoundingBox box, XYZ point) { if(box.topLeft.x <= point.x && point.x <= box.bottomRight.x && box.topLeft.y <= point.y && point.y <= box.bottomRight.y && box.topLeft.z <= point.z && point.z <= box.bottomRight.z) return true; return false; } /** * Check for overlap between two bounding boxes using separating axis theorem * if two boxes are separated on any axis, they cannot be overlapping * @param a * @param b * @return */ public static boolean isOverlapping(BoundingBox a, BoundingBox b) { XYZ dxyz = new XYZ(b.topLeft.x - a.topLeft.x, b.topLeft.y - a.topLeft.y, b.topLeft.z - a.topLeft.z); // if b - a is positive, a is first on the axis and we should use its extent // if b -a is negative, b is first on the axis and we should use its extent // check for x axis separation if ((dxyz.x >= 0 && a.bottomRight.x-a.topLeft.x < dxyz.x) // negative scale, reverse extent sum, flip equality ||(dxyz.x < 0 && b.topLeft.x-b.bottomRight.x > dxyz.x)) return false; // check for y axis separation if ((dxyz.y >= 0 && a.bottomRight.y-a.topLeft.y < dxyz.y) // negative scale, reverse extent sum, flip equality ||(dxyz.y < 0 && b.topLeft.y-b.bottomRight.y > dxyz.y)) return false; // check for z axis separation if ((dxyz.z >= 0 && a.bottomRight.z-a.topLeft.z < dxyz.z) // negative scale, reverse extent sum, flip equality ||(dxyz.z < 0 && b.topLeft.z-b.bottomRight.z > dxyz.z)) return false; // not separated on any axis, overlapping return true; } public static boolean isContactEdge(int xyzAxis, BoundingBox a, BoundingBox b) { switch(xyzAxis) { case XYZ.XCOORD: if(a.topLeft.x == b.bottomRight.x || a.bottomRight.x == b.topLeft.x) return true; return false; case XYZ.YCOORD: if(a.topLeft.y == b.bottomRight.y || a.bottomRight.y == b.topLeft.y) return true; return false; case XYZ.ZCOORD: if(a.topLeft.z == b.bottomRight.z || a.bottomRight.z == b.topLeft.z) return true; return false; } return false; } /** * Sweep test min extent value * @param box * @param xyzCoord * @return */ public static float min(BoundingBox box, int xyzCoord) { switch(xyzCoord) { case XYZ.XCOORD: return box.topLeft.x; case XYZ.YCOORD: return box.topLeft.y; case XYZ.ZCOORD: return box.topLeft.z; default: return 0f; } } /** * Sweep test max extent value * @param box * @param xyzCoord * @return */ public static float max(BoundingBox box, int xyzCoord) { switch(xyzCoord) { case XYZ.XCOORD: return box.bottomRight.x; case XYZ.YCOORD: return box.bottomRight.y; case XYZ.ZCOORD: return box.bottomRight.z; default: return 0f; } } /** * Test if bounding box A will overlap bounding box B at any point * when box A moves from position 0 to position 1 and box B moves from position 0 to position 1 * Note, sweep test assumes bounding boxes A and B's dimensions do not change * * @param a0 box a starting position * @param a1 box a ending position * @param b0 box b starting position * @param b1 box b ending position * @param aCollisionOut xyz of box a's position when/if a collision occurs * @param bCollisionOut xyz of box b's position when/if a collision occurs * @return */ public static boolean sweepTest(BoundingBox a0, BoundingBox a1, BoundingBox b0, BoundingBox b1, XYZ aCollisionOut, XYZ bCollisionOut) { // solve in reference to A XYZ va = new XYZ(a1.topLeft.x-a0.topLeft.x, a1.topLeft.y-a0.topLeft.y, a1.topLeft.z-a0.topLeft.z); XYZ vb = new XYZ(b1.topLeft.x-b0.topLeft.x, b1.topLeft.y-b0.topLeft.y, b1.topLeft.z-b0.topLeft.z); XYZ v = new XYZ(vb.x-va.x, vb.y-va.y, vb.z-va.z); // check for initial overlap if(BoundingBox.isOverlapping(a0, b0)) { // java pass by ref/value gotcha, have to modify value can't reassign it aCollisionOut.x = a0.topLeft.x; aCollisionOut.y = a0.topLeft.y; aCollisionOut.z = a0.topLeft.z; bCollisionOut.x = b0.topLeft.x; bCollisionOut.y = b0.topLeft.y; bCollisionOut.z = b0.topLeft.z; return true; } // overlap min/maxs XYZ u0 = new XYZ(); XYZ u1 = new XYZ(1,1,1); float t0, t1; // iterate axis and find overlaps times (x=0, y=1, z=2) for(int i = 0; i < 3; i++) { float aMax = max(a0, i); float aMin = min(a0, i); float bMax = max(b0, i); float bMin = min(b0, i); float vi = XYZ.getCoord(v, i); if(aMax < bMax && vi < 0) XYZ.setCoord(u0, i, (aMax-bMin)/vi); else if(bMax < aMin && vi > 0) XYZ.setCoord(u0, i, (aMin-bMax)/vi); if(bMax > aMin && vi < 0) XYZ.setCoord(u1, i, (aMin-bMax)/vi); else if(aMax > bMin && vi > 0) XYZ.setCoord(u1, i, (aMax-bMin)/vi); } // get times of collision t0 = Math.max(u0.x, Math.max(u0.y, u0.z)); t1 = Math.min(u1.x, Math.min(u1.y, u1.z)); // collision only occurs if t0 < t1 if(t0 <= t1 && t0 != 0) // not t0 because we already tested it! { // t0 is the normalized time of the collision // then the position of the bounding boxes would // be their original position + velocity*time aCollisionOut.x = a0.topLeft.x + va.x*t0; aCollisionOut.y = a0.topLeft.y + va.y*t0; aCollisionOut.z = a0.topLeft.z + va.z*t0; bCollisionOut.x = b0.topLeft.x + vb.x*t0; bCollisionOut.y = b0.topLeft.y + vb.y*t0; bCollisionOut.z = b0.topLeft.z + vb.z*t0; return true; } else return false; } }

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  • Use 3 monitors w/built-in intel adapter + two old nvidia PCI cards on 10.10?

    - by Kendall Gifford
    I'd like to move from windows with my current workstation. The only thing holding me back is that I have 3 monitors connected to the system and I really take advantage of the real estate when working. I just installed Ubuntu 10.10 on the system and one of the monitors is up and running just fine. This monitor is connected to the built-in Intel adapter. I also have two old nVidia GeForce4 MX 4000 (nv19pl) cards in my two PCI slots with two monitors connected to them respectively. I installed the legacy (and proprietary) nVidia drivers (the nvidia-96 package) that claims to support these old cards. Now the question is how to get X configured to use all adapters (using two different drivers) so I can use all three monitors (and is this even possible)? From what I've read, it looks like I'll have to write an xorg.conf file since the nVidia driver doesn't support the auto-magic configuration supported by other drivers. On this site: http://wiki.ubuntu.com/X/Config it says that on 10.10 I just need to write an xorg.conf "containing only those sections and options that you need to override Xorg's autoconfigurated settings". So, does this mean I can get away with only including the nVidia-specific configuration stuff and all else will get auto-configured? Or, will providing a config with a "Device" section overrule the auto-magic from detecting/using the Intel adapter? I ran the included nvidia-xconfig to generate a basic, nVidia-specific xorg.conf but I'm hesitant to reboot with it in place, suspecting I'll have a screwed up display. Also, is there any way (any tool or command) to generate an xorg.conf from the current, auto-configured running state of an X session? If I have to write a full, complete config, I'd rather start with one that includes everything that's been auto-detected thus far (and merge it with my nVidia version). Anyhow, any info and thoughts are greatly appreciated (as are answers).

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  • How to Skip the Start Screen and Boot to the Desktop in Windows 8.1

    - by Mark Wilson
    For almost everyone who made the upgrade, Windows 8 proved to be something of a disappointment for one reason or another. Windows 8.1 (or Windows Blue) was released to address many of the issues users had complained about including reintroducing the ability to boot straight to the desktop. Being able to boot to the desktop rather than the Start screen is something that people have been clammering for ever since the first preview versions of Windows 8 were unveiled. There have been various third-party tools released as numerous workarounds used to get around the problem, but now it is an option that is built directly into the operating system. You’ll need to have downloaded and installed the update in order to proceed, but once you have done this, things are very simple. When you have Windows up and running after the upgrade, right click an empty section of the taskbar and select properties to bring up the newly named “Taskbar and Navigation properties” dialog.  Move to the Navigation tab and look in the “Start screen” section in the lower half of the dialog. Check the box labelled ‘Go to the desktop instead of Start when I sign in” and click OK.    

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  • AceCypher is an Addictive Cypher Slide Puzzle Game

    - by Akemi Iwaya
    Are you ready for a game that will test your logical thinking skills while providing hours of fun? Then you may want to have a look at this awesome cypher slide puzzler! AceCypher is great puzzle game for those times when you only have a few minutes to play or want a fun way to pass the time while relaxing. The overall premise and style of game play for AceCypher is simple. You move individual rows (left, right) or columns (up, down) one space at a time in order to shift the positions of numbers on the game board through ’round-a-bout’ trading. The goal is to make the four numbers in the red square match the code shown in the upper right corner (including positions). Sounds simple so far, right? But the challenge comes from the random boards you will be given to work with…some will not be too hard to solve while others will tax your brain (and patience!) quite well.     

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  • unable to format usb 1204 [daemon inhibited ]

    - by santosamaru
    i try to format my usb 1st time its work all data gone but i can't save any file at this usb . then i try to check is it working or broken here the report santos@santos:~$ sudo badblocks -v /dev/sdb [sudo] password for santos: Sorry, try again. [sudo] password for santos: Checking blocks 0 to 7824383 Checking for bad blocks (read-only test): 0.00% done, 0:00 elapsed. (0/0/0 errdone Pass completed, 0 bad blocks found. (0/0/0 errors) santos@santos:~$ sudo badblocks -v -w /dev/sdb [sudo] password for santos: Sorry, try again. [sudo] password for santos: /dev/sdb is apparently in use by the system; it's not safe to run badblocks! santos@santos:~$ how to format and fix this issues? i have read this link Formatting Pen Drive causes 'Daemon Is Inhibited' Error and it said like this when i try to move any items from desktop " the destination is read only also in this case i use google and find this http://ubuntuforums.org/showthread.php?t=1955353 article as same its not helped following user13509 suggestion ..

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  • create a simple game board android

    - by user2819446
    I am a beginner in Android and I want to create a very simple 2D game. I've already programmed a Tic-Tac-Toe game. The drawing of the game board and connecting it with my game and input logic was quite difficult (as it was done separately, canvas drawing, calculating positions, etc). By now I figured out that there must be a simpler way. All I want is a simple grid; something like this: http://www.blelb.com/deutsch/blelbspots/spot29/images/hermannneg.gif. The edges should be visible and black, and each cell editable, containing either an image or nothing, so I can detect if the player is on that cell or not, move it... Think of it as Chess or something similar. Searching the internet during the last days, I am a bit overwhelmed of all the different options. After all, I think Gridview or Gridlayout is what I am searching for, but I'm still stuck. I hope you can help me with some good advice or maybe a link to a nice tutorial. I have checked several already, and none were exactly what I was searching for.

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  • How to Find Out Which Devices Are Supported By Solaris 11

    - by rickramsey
    Image of monks gathering on the steps of the main hall in the Tashilhunpo Monastery is courtesy of Alison Whitear Travel Photography. In his update of Brian Leonard's original Taking Your First Steps With Oracle Solaris, Glynn Foster walks you through the most basic steps required to get a version of Oracle Solaris 11 operational: Installing Solaris (VirtualBox, bare metal, or multi-boot) Managing users (root role, sudo command) Managing services with SMF (svcs and svcadm) Connecting to the network (with SMF or manually via dladm and ipadm) Figuring out the directory structure Updating software (with the IPS GUI or the pkg command) Managing package repositories Creating and managing additional boot environments One of the things you'll have to consider as you install Solaris 11 on an x86 system is whether Solaris has the proper drivers for the devices on your system. In the section titled "Installing On Bare Metal as a Standalone System," Glynn shows you how to use the Device Driver utility that's included with the Graphical Installer. However, if you want to get that information before you start installing Solaris 11 on your x86 system, you can consult the x86 Device List that's part of the Oracle Solaris Hardware Compatibility List (HCL). Here's how: Open the Device List. Scroll down to the table. Open the "Select Release" pull-down menu and pick "Solaris 11 11/11." Move over to the "Select Device Type" pull-down menu, and pick the device type. Or "All." The table will list all the devices of that type that are supported by Solaris 11, including PCI ID and vendor. In the coming days the Solaris Hardware Compatibility List will be updated with more Solaris 11 content. Stay tuned. - Rick Ramsey Website Newsletter Facebook Twitter

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  • Going Paperless

    - by Jesse
    One year ago I came to work for a company where the entire development team is 100% “remote”; we’re spread over 3 time zones and each of us works from home. This seems to be an increasingly popular way for people to work and there are many articles and blog posts out there enumerating the advantages and disadvantages of working this way. I had read a lot about telecommuting before accepting this job and felt as if I had a pretty decent idea of what I was getting into, but I’ve encountered a few things over the past year that I did not expect. Among the most surprising by-products of working from home for me has been a dramatic reduction in the amount of paper that I use on a weekly basis. Hoarding In The Workplace Prior to my current telecommute job I worked in what most would consider pretty traditional office environments. I sat in cubicles furnished with an enormous plastic(ish) modular desks, had a mediocre (at best) PC workstation, and had ready access to a seemingly endless supply of legal pads, pens, staplers and paper clips. The ready access to paper, countless conference room meetings, and abundance of available surface area on my desk and in drawers created a perfect storm for wasting paper. I brought a pad of paper with me to every meeting I ever attended, scrawled some brief notes, and then tore that sheet off to keep next to my keyboard to follow up on any needed action items. Once my immediate need for the notes was fulfilled, that sheet would get shuffled off into a corner of my desk or filed away in a drawer “just in case”. I would guess that for all of the notes that I ever filed away, I might have actually had to dig up and refer to 2% of them (and that’s probably being very generous). That said, on those rare occasions that I did have to dig something up from old notes, it was usually pretty important and I ended up being very glad that I saved them. It was only when I would leave a job or move desks that I would finally gather all those notes together and take them to shredding bin to be disposed of. When I left my last job the amount of paper I had accumulated over my three years there was absurd, and I knew coworkers who had substance-abuse caliber paper wasting addictions that made my bad habit look like nail-biting in comparison. A Product Of My Environment I always hated using all of this paper, but simply couldn’t bring myself to stop. It would look bad if I showed up to an important conference room meeting without a pad of paper. What if someone said something profound! Plus, everyone else always brought paper with them. If you saw someone walking down the hallway with a pad of paper in hand you knew they must be on their way to a conference room meeting. Some people even had fancy looking portfolio notebook sheaths that gave their legal pads all the prestige of a briefcase. No one ever worried about running out of fresh paper because there was an endless supply, and there certainly was no shortage of places to store and file used paper. In short, the traditional office was setup for using tons and tons of paper; it’s baked into the culture there. For that reason, it didn’t take long for me to kick the paper habit once I started working from home. In my home office, desk and drawer space are at a premium. I don’t have the budget (or the tolerance) for huge modular office furniture in my spare bedroom. I also no longer have access to a bottomless pit of office supplies stock piled in cabinets and closets. If I want to use some paper, I have to go out and buy it. Finally (and most importantly), all of the meetings that I have to attend these days are “virtual”. We use instant messaging, VOIP, video conferencing, and e-mail to communicate with each other. All I need to take notes during a meeting is my computer, which I happen to be sitting right in front of all day. I don’t have any hard numbers for this, but my gut feeling is that I actually take a lot more notes now than I ever did when I worked in an office. The big difference is I don’t have to use any paper to do so. This makes it far easier to keep important information safe and organized. The Right Tool For The Job When I first started working from home I tried to find a single application that would fill the gap left by the pen and paper that I always had at my desk when I worked in an office. Well, there are no silver bullets and I’ve evolved my approach over time to try and find the best tool for the job at hand. Here’s a quick summary of how I take notes and keep everything organized. Notepad++ – This is the first application I turn to when I feel like there’s some bit of information that I need to write down and save. I use Launchy, so opening Notepad++ and creating a new file only takes a few keystrokes. If I find that the information I’m trying to get down requires a more sophisticated application I escalate as needed. The Desktop – By default, I save every file or other bit of information to the desktop. Anyone who has ever had to fix their parents computer before knows that this is a dangerous game (any file my mother has ever worked on is saved directly to the desktop and rarely moves anywhere else). I agree that storing things on the desktop isn’t a great long term approach to keeping organized, which is why I treat my desktop a bit like my e-mail inbox. I strive to keep both empty (or as close to empty as I possibly can). If something is on my desktop, it means that it’s something relevant to a task or project that I’m currently working on. About once a week I take things that I’m not longer working on and put them into my ‘Notes’ folder. The ‘Notes’ Folder – As I work on a task, I tend to accumulate multiple files associated with that task. For example, I might have a bit of SQL that I’m working on to gather data for a new report, a quick C# method that I came up with but am not yet ready to commit to source control, a bulleted list of to-do items in a .txt file, etc. If the desktop starts to get too cluttered, I create a new sub-folder in my ‘Notes’ folder. Each sub-folder’s name is the current date followed by a brief description of the task or project. Then all files related to that task or project go into that sub folder. By using the date as the first part of the folder name, these folders are automatically sorted in reverse chronological order. This means that things I worked on recently will generally be near the top of the list. Using the built-in Windows search functionality I now have a pretty quick and easy way to try and find something that I worked on a week ago or six months ago. Dropbox – Dropbox is a free service that lets you store up to 2GB of files “in the cloud” and have those files synced to all of the different computers that you use. My ‘Notes’ folder lives in Dropbox, meaning that it’s contents are constantly backed up and are always available to me regardless of which computer I’m using. They also have a pretty decent iPhone application that lets you browse and view all of the files that you have stored there. The free 2GB edition is probably enough for just storing notes, but I also pay $99/year for the 50GB storage upgrade and keep all of my music, e-books, pictures, and documents in Dropbox. It’s a fantastic service and I highly recommend it. Evernote – I use Evernote mostly to organize information that I access on a fairly regular basis. For example, my Evernote account has a running grocery shopping list, recipes that my wife and I use a lot, and contact information for people I contact infrequently enough that I don’t want to keep them in my phone. I know some people that keep nearly everything in Evernote, but there’s something about it that I find a bit clunky, so I tend to use it sparingly. Google Tasks – One of my biggest paper wasting habits was keeping a running task-list next to my computer at work. Every morning I would sit down, look at my task list, cross off what was done and add new tasks that I thought of during my morning commute. This usually resulted in having to re-copy the task list onto a fresh sheet of paper when I was done. I still keep a running task list at my desk, but I’ve started using Google Tasks instead. This is a dead-simple web-based application for quickly adding, deleting, and organizing tasks in a simple checklist style. You can quickly move tasks up and down on the list (which I use for prioritizing), and even create sub-tasks for breaking down larger tasks into smaller pieces. Balsamiq Mockups – This is a simple and lightweight tool for creating drawings of user interfaces. It’s great for sketching out a new feature, brainstorm the layout of a interface, or even draw up a quick sequence diagram. I’m terrible at drawing, so Balsamiq Mockups not only lets me create sketches that other people can actually understand, but it’s also handy because you can upload a sketch to a common location for other team members to access. I can honestly say that using these tools (and having limited resources at home) have lead me to cut my paper usage down to virtually none. If I ever were to return to a traditional office workplace (hopefully never!) I’d try to employ as many of these applications and techniques as I could to keep paper usage low. I feel far less cluttered and far better organized now.

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  • Why does void in C mean not void?

    - by Naftuli Tzvi Kay
    In strongly-typed languages like Java and C#, void (or Void) as a return type for a method seem to mean: This method doesn't return anything. Nothing. No return. You will not receive anything from this method. What's really strange is that in C, void as a return type or even as a method parameter type means: It could really be anything. You'd have to read the source code to find out. Good luck. If it's a pointer, you should really know what you're doing. Consider the following examples in C: void describe(void *thing) { Object *obj = thing; printf("%s.\n", obj->description); } void *move(void *location, Direction direction) { void *next = NULL; // logic! return next; } Obviously, the second method returns a pointer, which by definition could be anything. Since C is older than Java and C#, why did these languages adopt void as meaning "nothing" while C used it as "nothing or anything (when a pointer)"?

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  • Slower site with the *same* configuration than a mirror copy…?

    - by Rosamunda Rosamunda
    I´ve got this Drupal site (ligadelconsorcista.org) that I have to move it from one server to another. The reason was that my older host even when it was pretty decent, it started a couple of months now to have many short downtimes, wich drove me crazy. The thing is that I´ve made a sort of mirror copy of the site: I´ve copied all the files exactly the same, and after that I´ve imported the database. The problem is that the new site connects much slower than my old hosting! (the new one is mediatemple) I´ve contacted their support and they tell me that there are several factors that can contribute to that... but that has nothing to do with their hosting service. The thing is that I don´t even know where to start looking for the problem. Notes: The new configuration is the same that the one I had with the older hosting account. Today I´ve set an account with cloudflare´s CDN to try to solve the problem. Even if the CDN is configured ok (I´ve asked their help desk) it won´t add any performance improvement. Any clues of what may I do about this? Thanks!!

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  • How to become a professional web developer from a C/C++ programmer?

    - by user1050165
    I am new here. This is my first post on stackoverflow. I am currently a high school student and know how to use Pascal and C/C++ to take part in competitions such as the Informatics in Olympiad. I have learnt data structure and many algorithms to solve various kinds of problems. Now, I want to move on to become a web developer. However, I know web development is quite different from competitive programming. To make a web application, I have to master HTML, Database, Backend programming etc. But these are all look like separate pieces of information. I don't know where to start and what order should I follow. Anybody who can give a comprehensive list of learning points? I know there are HTML, Ruby on Rails, CSS and Javascript. What else? More importantly, can someone give a brief outline of their relationship? I hope I can get help from you asap. Thanks!

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  • Friday Fun: Christmas Tree Light Up

    - by Asian Angel
    Another week has thankfully passed by, so it is time to take a break and have some fun. This week’s game tests your ability to light up the whole Christmas tree…can you figure out the correct wiring configuration? Christmas Tree Light Up The object of the game is simple…light up all of the bulbs on the Christmas tree. While the game may look quick and easy at first you will need to do some thinking and experimenting to come up with the correct wiring configuration. The instructions are very simple…just click on any of the wiring sections or bulbs to rotate them. Keep in mind that you may have to click a few times to line the wiring sections or bulbs up as desired since the rotation is always clockwise. Note: You will need use all of the wiring sections available to completely light the tree up. Each time you will be presented with a different starting setup coming from your power source. Time to hook up the lights! Note: It is recommended that you disable the sound for the game since the “rotation” sounds can be slightly irritating. A nice start but there are still a lot of bulbs to light up. Getting closer… Almost there…only two more bulbs to light up. Success! Have fun playing! Play Christmas Tree Light Up Latest Features How-To Geek ETC The 50 Best Registry Hacks that Make Windows Better The How-To Geek Holiday Gift Guide (Geeky Stuff We Like) LCD? LED? Plasma? The How-To Geek Guide to HDTV Technology The How-To Geek Guide to Learning Photoshop, Part 8: Filters Improve Digital Photography by Calibrating Your Monitor Our Favorite Tech: What We’re Thankful For at How-To Geek Settle into Orbit with the Voyage Theme for Chrome and Iron Awesome Safari Compass Icons Set Escape from the Exploding Planet Wallpaper Move Your Tumblr Blog to WordPress Pytask is an Easy to Use To-Do List Manager for Your Ubuntu System Snowy Christmas House Personas Theme for Firefox

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  • Compiz not drawing window controls in ubuntu 11.10

    - by Siva Prasad Varma
    I have recently installed driver for my ATI graphic card in my Dell Studio laptop. I have also read this somewhere on the web that Ubuntu enables compiz window manager by default if your hardware can run it. Is it true ? In my case before Installing graphic card driver the window manager was Metacity, but now I have compiz as my Window manager. I found this out uisng Displex Indicator applet also confirmed by wmctrl -m. From the time I have installed graphic card drivers, the window manager(Compiz) is not drawing window control buttons for some of the windows. For example if I open a terminal I have to close it using key board shortcuts or use the File - Quit option in app-menu. Also I am not able to move the window because of this. From then when-ever I find a window without window control buttons I am restarting the window manager using Displex Indicator applet. But this is very annoying and also consumes a lot of time(when I am doing my work). Can any one suggest any solution for this. What are up's and down's of using Compiz Vs Metacity.

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  • How do I detect and handle collisions using a tile property with Slick2D?

    - by oracleCreeper
    I am trying to set up collision detection in Slick2D based on a tilemap. I currently have two layers on the maps I'm using, a background layer, and a collision layer. The collision layer has a tile with a 'blocked' property, painted over the areas the player can't walk on. I have looked through the Slick documentation, but do not understand how to read a tile property and use it as a flag for collision detection. My method of 'moving' the player is somewhat different, and might affect how collisions are handled. Instead of updating the player's location on the window, the player always stays in the same spot, updating the x and y the map is rendered at. I am working on collisions with objects by restricting the player's movement when its hitbox intersects an object's hitbox. The code for the player hitting the right side of an object, for example, would look like this: if(Player.bounds.intersects(object.bounds)&&(Player.x<=(object.x+object.width+0.5))&&Player.isMovingLeft){ isInCollision=true; level.moveMapRight(); } else if(Player.bounds.intersects(object.bounds)&&(Player.x<=(object.x+object.width+0.5))&&Player.isMovingRight){ isInCollision=true; level.moveMapRight(); } else if(Player.bounds.intersects(object.bounds)&&(Player.x<=(object.x+object.width+0.5))&&Player.isMovingUp){ isInCollision=true; level.moveMapRight(); } else if(Player.bounds.intersects(object.bounds)&&(Player.x<=(object.x+object.width+0.5))&&Player.isMovingDown){ isInCollision=true; level.moveMapRight(); } and in the level's update code: if(!Player.isInCollision) Player.manageMovementInput(map, i); However, this method still has some errors. For example, when hitting the object from the right, the player will move up and to the left, clipping through the object and becoming stuck inside its hitbox. If there is a more effective way of handling this, any advice would be greatly appreciated.

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  • What's the best approach to Facebook integration?

    - by Jay Stevens
    I have a new site/app going live next week (or somewhere close). I know there will be a relatively small (15,000?) very dedicated group of people on Facebook who will be very likely to be interested in the site, so I know I need Facebook integration of some kind. I won't be doing Facebook logins or pulling/posting to profiles yet, but I plan to... The question: Do I just do a Facebook "Page" for now? This is faster/easier to set up and seems a little less buggy.. and then migrate to a Facebook App later? or Do I create a "Facebook App" (with the api key/id/secret, etc.) now even if I'm doing nothing but using the "like" button. This means I don't have any migration later and I can use the javascript api to log "like" button clicks to Google Analytics, etc. Thoughts? Experiences? Is there a migration process to move your old Page users to your new "App"? What's the advantages / disadvantages of each.

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  • Please help with bounding box/sprite collision in darkBASIC pro

    - by user1601163
    So I just recently learned BASIC and figured I would try making a clone of pong on my own in darkBASIC pro, and I made everything else work just fine except for the part that makes the ball bounce off the paddle. And yes I'm aware that the game is not yet finished. The error is on lines 39-51 EVERYTHING IS 2D. /////////////////////////////////////////////////////////// // // Project: Pong // Created: Friday, August 31, 2012 // Code: Brandon Spaulding // Art: Brandon Spaulding // Made in CIS lab at CPAVTS // Pong art and code © Brandon Spaulding 2012-2013 // ////////////////////////////////////////////////////////// y=150 x=0 ay=150 ax=612 ballx=300 bally=200 ballx_DIR=1 bally_DIR=1 hide mouse set global collision on //objectnumber=10 //make object box objectnumber,5,150,0 do load image "media\paddle1.png",1 load image "media\paddle2.png",2 load image "media\ball.png",3 sprite 1,x,y,1 sprite 2,ax,ay,2 sprite 3,ballx,bally,3 if upkey()=1 then y = y - 4 if downkey()=1 then y = y + 4 //num_1 = sprite collision(1,0) //num_2 = sprite collision(2,0) num_3 = sprite collision(3,0) for t=1 to 2 //ball&paddle collision if num_3 > 0 if bally_DIR=1 bally_DIR=0 else bally_DIR=1 endif if ballx_DIR=0 ballx_DIR=1 else ballx_DIR=0 endif endif //if bally > 1 and bally < 500 then bally=bally + 2.5 if bally_DIR=1 bally=bally-2.5 if bally<-2.5 bally_DIR=0 endif else bally=bally+2.5 if bally>452.5 bally_DIR=1 endif endif if ballx_DIR=1 ballx=ballx-2.5 if ballx<-2.5 ballx_DIR=0 endif else ballx=ballx+2.5 if ballx>612 ballx_DIR=1 endif endif //bally = bally + t //if bally < 600 or bally > 1 then bally = bally - 2.5 //if ballx < 400 or ballx > 1 then ballx = ballx + 2.5 //move sprite 3,1 next t if escapekey()=1 then exit loop end Thank you in advance for the help.

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  • Computer Science Programming Certificate vs. Computer Science Degree?

    - by Jess
    I'm kind of in a tough spot. My current living conditions require that I work a full-time job while attending school. I've attended a UC in the past but had to withdraw my junior year due to financial issues at home. I currently work an entry-level IT corp job but I'm looking to further my salary/skills by getting a degree, or a programming certificate like this one: http://www.lavc.edu/voced1/CSITCertCSP/CSITCertFrameCSP.htm Herein lies the problem. I prefer getting a CS degree from an accredited university but I looked at the schedules for classes and it is impossible to work around my current 40/hr work week. There are random morning classes, with the occasional evening class, but the times get even more construed as I move my way up to the upper divisions. So what I guess I'm trying to get at is, can anyone lay out the pros and cons of obtaining a certificate vs. the degree (besides obvious points like the latter being 100x better)? I'm aware that having a degree is always going to be a better route, but...is the programming certificate useless? Should I not even bother?

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  • Which data structure should I use for dynamically generated platforms?

    - by Joey Green
    I'm creating a platform type of game with various types of platforms. Platforms that move, shake, rotate, etc. Multiple types and multiple of each type can be on the screen at once. The platforms will be procedural generated. I'm trying to figure out which of the following would be a better platform system: Pre-allocate all platforms when the scene loads, storing each platform type into different platform type arrays( i.e. regPlatformArray ), and just getting one when I need one. The other option is to allocate and load what I need when my code needs it. The problem with 1 is keeping up with the indices that are in use on screen and which aren't. The problem with 2 is I'm having a hard time wrapping my head around how I would store these platforms so that I can call the update/draw methods on them and managing that data structure that holds them. The data structure would constantly be growing and shrinking. It seems there could be too much complexity. I'm using the cocos2d iPhone game engine. Anyways, which option would be best or is there a better option?

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  • Responsive website VS mobile website

    - by Saif Bechan
    I am creating a new blog. Nowadays, especially for a blog, it's important that the websites are accessible for all devices. Now I have to make a choice on what to do. I have seen 2 options. Option 1 is to go with a normal fixed website, for example 960px wide (grid960). And for mobile users have a mobile version. This takes some more time, but then there are 2 good versions of the website. Option 2 I haven't seen a lot yet, creating a adaptive website, or also called responsive website. I am now looking into the LESS framework, where the website automatically switches to to required width. Only downside is that when the normal browser is re-sized, everything re-sizes. Another problem I found is that pinch-to-zoom on devices does not work. Now the question is, which one would you prefer for a blog. One that constantly changes layout when you move your device, or one where you have the choice to view mobile and normal. If there are any other options, please let me know.

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  • Screen lock broken when using separate x screens

    - by Wolf
    For some reason, the screen lock appears to be broken when I use separate x screens (it works fine if I use twin view or just one monitor, though). If I wait for the screen to lock (or if I tell it to lock), it fades to black, showing only the mouse cursor. However, when I move the mouse to bring up the password prompt, nothing happens, the screens remain completely blank. Furthermore, it would appear that the screen lock never activated in the first place, for two reasons: one, if I blindly enter my password and press enter, nothing happens; and two, if I press ctrl+alt+delete and then enter it logs me out (which shouldn't happen if the password prompt is there, right), losing any progress I have on any of the open programs (meaning, not a very friendly option for a programmer ;) ). So yeah, does anyone know why this is happening, and how to fix it? Thanks! Notes: I am using Ubuntu 11.10 64 bit. I am using gnome-classic, but the same problem occurs when I use unity. I do not have xscreensaver, nor do I have any screen savers running (except, I guess for the default blank one).

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  • Reflector – The King is Dead. Long Live the King.

    - by Sean Feldman
    There was enough of responses for Red Gate announcement about free version of .NET Reflector. Neither there’s a need to explain how useful the tool is for almost any .NET developer. There were a lot of talks about the price – $35 is it something to make noise about or just accept it and move on. Honestly, I couldn’t make my mind and was sitting on a fence. Today I learned some really exciting news – two (not one), two different initiatives to replace Reflector. A completely free ILSpy from SharpDevelop Commercial later to be stand-alone free decompiler tool from JetBrains These are great news. First – ILSpy is already doing what I need – you can download it and start using. Having experience with a few projects from SharpDevelop I believe it will be a great tool to have. One of immediate things that I found is reflecting obfuscated assemblies. Reflector blows up and closes, where ILSpy takes it gracefully and just shows an exception with no additional popup windows. JetBrains – company I highly respect. This is the case where I would continue paying money for their product and get more productivity. I am heavily relying on R# to do my job, and having a reflecting option would only add oil into fire of convincing others to use the tool. Though what I was excited was the statement JetBrains boldly put out: …it’s going to be released this year, and it’s going to be free of charge. And by saying “free”, we actually mean “free”.

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  • Camera wont stay behind model after pitch, then rotation

    - by ChocoMan
    I have a camera position behind a model. Currently, if I push the left thumbstick making my model move forward, backward, or strafe, the camera stays with the model. If I push the right thumbstick left or right, the model rotates in those directions fine along with the camera rotating while maintaining its position relatively behind the model. But when I pitch the model up or down, then rotate the model afterwards, the camera moves slightly rotates in a clock-like fashion behind the model. If I do a few rotations of the model and try to pitch the camera, the camera will eventually be looking at the side, then eventually the front of the model while also rotating in a clock-like fashion. My question is, how do I keep the camera to pitch up and down behind the model no matter how much the model has rotated? Here is what I got: // Rotates model and pitches camera on its own axis public void modelRotMovement(GamePadState pController) { // Rotates Camera with model Yaw = pController.ThumbSticks.Right.X * MathHelper.ToRadians(angularSpeed); // Pitches Camera around model Pitch = pController.ThumbSticks.Right.Y * MathHelper.ToRadians(angularSpeed); AddRotation = Quaternion.CreateFromYawPitchRoll(Yaw, 0, 0); ModelLoad.MRotation *= AddRotation; MOrientation = Matrix.CreateFromQuaternion(ModelLoad.MRotation); } // Orbit (yaw) Camera around with model (only seeing back of model) public void cameraYaw(Vector3 axisYaw, float yaw) { ModelLoad.CameraPos = Vector3.Transform(ModelLoad.CameraPos - ModelLoad.camTarget, Matrix.CreateFromAxisAngle(axisYaw, yaw)) + ModelLoad.camTarget; } // Raise camera above or below model's shoulders public void cameraPitch(Vector3 axisPitch, float pitch) { ModelLoad.CameraPos = Vector3.Transform(ModelLoad.CameraPos - ModelLoad.camTarget, Matrix.CreateFromAxisAngle(axisPitch, pitch)) + ModelLoad.camTarget; } // Call in update method public void updateCamera() { cameraYaw(Vector3.Up, Yaw); cameraPitch(Vector3.Right, Pitch); } NOTE: I tried to use addPitch just like addRotation but it didn't work...

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  • How do I implement a Bullet Physics CollisionObject that represents my cube like terrain?

    - by Byte56
    I've successfully integrated the Bullet Physics library into my entity/component system. Entities can collide with each other. Now I need to enable them to collide with the terrain, which is finite and cube-like (think InfiniMiner or it's clone Minecraft). I only started using the Bullet Physics library yesterday, so perhaps I'm missing something obvious. So far I've extended the RigidBody class to override the checkCollisionWith(CollisionObject co) function. At the moment it's just a simple check of the origin, not using the other shape. I'll iterate on that later. For now it looks like this: @Override public boolean checkCollideWith(CollisionObject co) { Transform t = new Transform(); co.getWorldTransform(t); if(COLONY.SolidAtPoint(t.origin.x, t.origin.y,t.origin.z)){ return true; } return false; } This works great, as far as detecting when collisions happen. However, this doesn't handle the collision response. It seems that the default collision response is to move the colliding objects outside of each others shapes, possibly their AABBs. At the moment the shape of the terrain is just a box the size of the world. This means the entities that collide with the terrain just shoot away to outside that world size box. So it's clear that I either need to modify the collision response or I need to create a shape that conforms directly to the shape of the terrain. So which option is best and how do I go about implementing it? It should be noted that the terrain is dynamic and frequently modified by the player.

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  • Suggestions for implementing a dynamic 2D level

    - by Wouter
    I am working on a game that needs a level that is completely generated. Currently my approach is to draw textures for the levels pixel by pixel during the game (in XNA with SpriteBatch). This is too intensive unfortunately. The game has frame drops even when I only draw 1 level texture each draw cycle. Here is an example of the current prototype. It is a simple sidescroller with the avatar swimming through a cave. The shape of this cave will alter throughout the level (textures and physics collision shapes). You can clearly see the boundaries of the level tiles in the screenshot below. These are generated just before they move into camera view. For inspiration I looked at PixelJunk Shooter 2. These levels are obviously not generated, but some of the levels have movement. How do you guys think they implemented it? My guess is that the level and other objects in the game are actually flat 3d models, but I am not sure..

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  • Good resources for learning Rails?

    - by Bobby Tables
    I just finished working through Peter Cooper's "Beginning Ruby". So now I've got a reasonable grounding in the Ruby language and would like to move onto learning Rails. This question's answers give some good pointers, but I'd like to hear some specific reviews of books and online materials. I generally learn best by working through books with good practical/technical examples AND some passive reading content that breaks up the study between practical and reading sessions (this is what made "Beginning Ruby" great for me), but I'm worried that RoR is evolving fast and that any printed book I order might be obsolete by the time I get it and work through it. Is this a fair worry? Or can anyone recommend a good Rails 3 book that should be up to date at least for the next year or so? Also, I had a brief look at some of the online resources from the other questions, and Rails for Zombies seems to get a lot of praise. Has anyone here actually used it as their introductory guide to Rails? Basically I'd like to hear first-hand accounts of people who went through this "Ruby-to-Rails" learning phase recently and which materials were useful to you.

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