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  • Ray Picking Problems

    - by A Name I Haven't Decided On
    I've read so many answers on here about how to do Ray Picking, that I thought I had the idea of it down. But when I try to implement it in my game, I get garbage. I'm working with LWJGL. Here's the code: public static Ray getPick(int mouseX, int mouseY){ glPushMatrix(); //Setting up the Mouse Clip Vector4f mouseClip = new Vector4f((float)mouseX * 2 / 960f - 1, 1 - (float)mouseY * 2 / 640f ,0 ,1); //Loading Matrices FloatBuffer modMatrix = BufferUtils.createFloatBuffer(16); FloatBuffer projMatrix = BufferUtils.createFloatBuffer(16); glGetFloat(GL_MODELVIEW_MATRIX, modMatrix); glGetFloat(GL_PROJECTION_MATRIX, projMatrix); //Assigning Matrices Matrix4f proj = new Matrix4f(); Matrix4f model = new Matrix4f(); model.load(modMatrix); proj.load(projMatrix); //Multiplying the Projection Matrix by the Model View Matrix Matrix4f tempView = new Matrix4f(); Matrix4f.mul(proj, model, tempView); tempView.invert(); //Getting the Camera Position in World Space. The 4th Column of the Model View Matrix. model.invert(); Point cameraPos = new Point(model.m30, model.m31, model.m32); //Theoretically getting the vector the Picking Ray goes Vector4f rayVector = new Vector4f(); Matrix4f.transform(tempView, mouseClip, rayVector); rayVector.translate((float)-cameraPos.getX(),(float) -cameraPos.getY(),(float) -cameraPos.getZ(), 0f); rayVector.normalise(); glPopMatrix(); //This Basically Spits out a value that changes as the Camera moves. //When the Mouse moves, the values change around 0.001 points from screen edge to edge. System.out.format("Vector: %f %f %f%n", rayVector.x, rayVector.y, rayVector.z); //return new Ray(cameraPos, rayVector); return null; } I don't really know why this isn't working. I was hoping some more experienced eyes might be able to help me out. I can get the camera position like a champ, it's the vector the rays going in that I can't seem to get right. Thanks.

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  • Ubuntu 12.04 updates fail recently - Please help

    - by user74152
    I upgraded Ubuntu 11.10 to 12.04 LTS immediately after its release (april 2012). Since then updates (new kernels and others) succeeded regularly, but recently, suddenly, updates fail consistently. What causes the problem and how can it be solved? Terminal information after the last update attempt: ariel@ariel-MS-7592:~$ sudo apt-get upgrade Reading package lists... Done Building dependency tree Reading state information... Done 0 upgraded, 0 newly installed, 0 to remove and 0 not upgraded. 3 not fully installed or removed. After this operation, 0 B of additional disk space will be used. Do you want to continue [Y/n]? y Setting up linux-image-3.2.0-26-generic (3.2.0-26.41) ... Running depmod. update-initramfs: deferring update (hook will be called later) Examining /etc/kernel/postinst.d. run-parts: executing /etc/kernel/postinst.d/dkms 3.2.0-26-generic /boot/vmlinuz-3.2.0-26-generic run-parts: executing /etc/kernel/postinst.d/initramfs-tools 3.2.0-26-generic /boot/vmlinuz-3.2.0-26-generic update-initramfs: Generating /boot/initrd.img-3.2.0-26-generic run-parts: executing /etc/kernel/postinst.d/pm-utils 3.2.0-26-generic /boot/vmlinuz-3.2.0-26-generic run-parts: executing /etc/kernel/postinst.d/update-notifier 3.2.0-26-generic /boot/vmlinuz-3.2.0-26-generic run-parts: executing /etc/kernel/postinst.d/zz-update-grub 3.2.0-26-generic /boot/vmlinuz-3.2.0-26-generic /usr/sbin/grub-mkconfig: 11: /etc/default/grub: splash”: not found run-parts: /etc/kernel/postinst.d/zz-update-grub exited with return code 127 Failed to process /etc/kernel/postinst.d at /var/lib/dpkg/info/linux-image-3.2.0-26-generic.postinst line 1010. dpkg: error processing linux-image-3.2.0-26-generic (--configure): subprocess installed post-installation script returned error exit status 2 No apport report written because MaxReports is reached already dpkg: dependency problems prevent configuration of linux-image-generic: linux-image-generic depends on linux-image-3.2.0-26-generic; however: Package linux-image-3.2.0-26-generic is not configured yet. dpkg: error processing linux-image-generic (--configure): dependency problems - leaving unconfigured dpkg: dependency problems prevent configuration of linux-generic: linux-generic depends on linux-image-generic (= 3.2.0.26.28); however: Package linux-image-generic is not configured yet. dpkg: error processing linux-generic (--configure): dependency problems - leaving unconfiguredNo apport report written because MaxReports is reached already No apport report written because MaxReports is reached already Errors were encountered while processing: linux-image-3.2.0-26-generic linux-image-generic linux-generic E: Sub-process /usr/bin/dpkg returned an error code (1)

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  • Turn-Based RPG Battle Instance Layout For Larger Groups

    - by SoulBeaver
    What a title, eh? I'm currently designing a videogame; a turn-based RPG like Final Fantasy (because everybody knows Final Fantasy). It's a 2D sprite game. These are my ideas for combat: -The player has a group of 15 members (main character included) -During battle, five of the group are designated as active, and appear in the battle. -These five may be switched out at leisure, or when one of the five die. -At any time, the Waiting members can cast buffs, be healed by the active members, or perform special attacks. -Battles should contain 10+ monsters at least. I'm aiming for 20, but I'm not sure if that's possible yet. -Battles should feel larger than normal due to the interaction of Waiting members, active members and the increased amount of monsters per battle. -The player has two rows in which to put the Active members: front and back. -Depending on the implementation, I might allow comboing of player attacks and skills. These are just design ideas, so beware! I have not been able to test this out yet- I have no idea yet if any of these ideas bunched together will make for a compelling game. What sounds good on paper doesn't necessarily have to be good in practice! What I'm asking now is how to create the layout for this. My starting point are the battles in Final Fantasy VI, with up to 5-6 monsters on the left and the characters on the right- monsters on both sides if it's a pincer attack. However, this view would not work feasible with my goal of 20 monsters and 5 characters. All the monsters on the left would appear cluttered unless I scale them far far back. If I create a pincer-like map, then there would be no real pincer-attack possible. If I space the monsters out I force the player to scroll the screen- a game mechanic I've come across and not enjoyed imho. My question is: does anybody have any layouts or guides for designing battle maps in turn-based RPGs, especially with a larger number of enemies taken into consideration? How should it look? I am not asking for specific combat mechanics, just the layout for the moment.

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  • The partition table is corrupt

    - by Tim
    I have a corrupt the partition table on the laptop that is running Ubunutu 10.4. Before the partition table was corrupt I had the following partitions: 2 primary partitions: 1st - NTFS 2nd - Extended 4 logical partitons that are built within 2nd extended: 1st NTFS (68 Gib) 2nd Linux (19 Gib) 3rd Swap (1.4 Gib) 4th Linux (24 Gib) The physical order of these partitions was the following: ( 4th Linux ) - ( 1st NTFS ) - ( 2nd Linux ) - ( 3rd Swap ) The logical order of the partition was different: ( 1st NTFS ) - ( 2nd Linux ) - ( 3rd Swap ) ( 4th Linux ) NTFS partition was big and it resided between 2 Linux partitions, neither of these partitions had enough space to install Oracle 11g. Therefore, I decided to a) either move the NTFS partion to the left or b) remove it completely and extend partition where Linux resides. As I tool I have chosen GParted. But unfortunately it was not able to move the partition because he found that in NTFS partition there are some blocks that are referenced multiple times. Also it was not able to remove the partition neither, because in this case the partitions that follow it ( 2nd Linux ) - ( 3rd Swap ) have to be in his opinion also removed, because the organization of extended partition is a linked list. Since GParted was not able to do such thing I was trying to find another tool. I found diskdrake tool on PSLinuxOS distribution of linux. That tool silently deleted ( 1st NTFS ) partition and I thought that everything was fine. But diskdrake has damaged the partition in a way that I am not able either to boot from the hard disk nor to see the partitions with GParted and even with diskdrake itself! Fortunately I have a live CD of Ubuntu 8.10 and I am able to boot and see hard disk. I have 2 ideas how I can solve the problem: 1) Manually change disk partitions and point them to the correct partitions. 2) Create partition table with GParted that as much as possible is the same with the previous one I find the 2nd approach less time consuming but some data will be lost because of it is not possible to place borders of the partitions exactly how it was before. And moreover I am not sure if such approach would work, for example, if the OS is able to locate files after repartitioning. I feel like that it will but not 100% sure. Are there some ideas how the problem may be solved?

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  • ClearTrace Performance on 170GB of Trace Files

    - by Bill Graziano
    I’ve always worked to make ClearTrace perform well.  That’s probably because I spend so much time watching it work.  I’m often going through two or three gigabytes of trace files but I rarely get the chance to run it on a really large set of files. One of my clients wanted to run a full trace for a week and then analyze the results.  At the end of that week we had 847 200MB trace files for a total of nearly 170GB. I regularly use 200MB trace files when I monitor production systems.  I usually get around 300,000 statements in a file that size if it’s mostly stored procedures.  So those 847 trace files contained roughly 250 million statements.  (That’s 730 bytes per statement if you’re keeping track.  Newer trace files have some compression in them but I’m not exactly sure what they’re doing.)  On a system running 1,000 statements per second I get a new file every five minutes or so. It took 27 hours to process these files on an older development box.  That works out to 1.77MB/second.  That means ClearTrace processed about 2,654 statements per second. You can query the data while you’re loading it but I’ve found it works better to use a second instance of ClearTrace to do this.  I’m not sure why yet but I think there’s still some dependency between the two processes. ClearTrace is almost always CPU bound.  It’s really just a huge, ugly collection of regular expressions.  It only writes a summary to its database at the end of each trace file so that usually isn’t a bottleneck.  At the end of this process, the executable was using roughly 435MB of RAM.  Certainly more than when it started but I think that’s acceptable. The database where all this is stored started out at 100MB.  After processing 170GB of trace files the database had grown to 203MB.  The space savings are due to the “datawarehouse-ish” design and only storing a summary of each trace file. You can download ClearTrace for SQL Server 2008 or test out the beta version for SQL Server 2012.  Happy Tuning!

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  • Fast Data Executive Round Table FY14 event kit

    - by JuergenKress
    We are very interested to run joint marketing events jointly with you as our partners! At our SOA Community Workspace (SOA Community membership required) you can find a new Fast Data Executive Round Table FY14 event kit. This event is designed at senior IT and executives level for the purposes of education, awareness, and thought leadership around the subject of big data; and a specific flavor of big data - Fast Data - that has begun to spark the imagination of many Oracle customers. Fast Data is not new. It’s a term that was invented initially by Ovum’s Tony Baer as a way to represent the collection of ‘high velocity’ solutions with respect to the big data. For Oracle, the Fast Data campaign in FY13 began as a way to tie a broader set of solutions together (SOA/Business Process Management, Data Integration and Business Analytics) under a set of use cases focused on real-time, high velocity data. It has helped to give Oracle a leap-frog advantage over many of the niche integration vendors (i.e. Informatica, Pega, Tibco, Software AG, Terracotta) who haven’t been able to address these types of end-to-end use cases which rely on the combination of filtering, in-memory data processing, correlation, real-time data movement and transformation, end-to-end analytics, and business process management. Only Oracle can address all the dimensions of fast data, and only Oracle can provide a set of engineered solutions to address this space. This event is designed to continue that thought leadership momentum and raise the awareness about what Oracle Fast Data solutions are designed to solve. It’s designed to highlight real customer solutions and articulate the business benefits that fast data can address. This is not an event that gets into the esoteric technical standards of Hadoop, NoSQL, and in-memory data grids. This is an event that instead gets into the heart of business problems that big data has left un-addressed and charts the path for next steps in fast data. Get the Fast Data Executive Round Table FY14 event kit here. Support marketing campaigns We can support such events by: Oracle speakers - contact your partner manager Marketing budget - contact your A&C marketing manager Event location - free use of Oracle Customer Visitor Centers conference rooms Promote your event at events.oracle.com: http://tinyurl.com/eventspecialized E-Blast: invite customers to your event – contact your A&C marketing manager For additional marketing kits e.g for Business Process Managementplease visit our SOA Community Workspace. SOA & BPM Partner Community For regular information on Oracle SOA Suite become a member in the SOA & BPM Partner Community for registration please visit www.oracle.com/goto/emea/soa (OPN account required) If you need support with your account please contact the Oracle Partner Business Center. Blog Twitter LinkedIn Facebook Wiki Mix Forum Technorati Tags:

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  • WebLogic Silent Install 11.1.1.4 (WLS 10.3.4)

    - by john.graves(at)oracle.com
    This is just a quick note to remind myself of how incredibly easy it is to install the base products without the aid of a mouse! Note to Windoze users: Why?!?!  I’m only showing Linux examples in this blog so I encourage you to just say NO to win-no-z  install.sh !/bin/bash ./wls1034_oepe111161_linux32.bin -mode=silent -silent_xml=./silent.xml silent.xml <?xml version="1.0" encoding="UTF-8"?> <bea-installer> <input-fields> <data-value name="BEAHOME" value="/opt/app/wls10.3.4" /> <data-value name="WLS_INSTALL_DIR" value="/opt/app/wls10.3.4/wlserver_10.3" /> </input-fields> </bea-installer> .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } Note about Oracle_Home: Since all products are moving to a common WLS base, I simply use the WLS version as my Oracle Home.  In this case wls10.3.4.  Also, I keep my user_projects outside my Oracle_Home directory to keep things clean.  I typically use /opt/app/user_projects or a variation of that.

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  • What does path finding in internet routing do and how is it different from A*?

    - by alan2here
    Note: If you don't understand this question then feel free to ask clarification in the comments instead of voting down, it might be that this question needs some more work at the moment. I've been directed here from the Stack Excange chat room Root Access because my question didn't fit on Super User. In many aspects path finding algorithms like A star are very similar to internet routing. For example: A node in an A* path finding system can search for a path though edges between other nodes. A router that's part of the internet can search for a route though cables between other routers. In the case of A*, open and closed lists are kept by the system as a whole, sepratly from any individual node as well as each node being able to temporarily store a state involving several numbers. Routers on the internet seem to have remarkable properties, as I understand it: They are very performant. New nodes can be added at any time that use a free address from a finite (not tree like) address space. It's real routing, like A*, there's never any doubling back for example. Similar IP addresses don't have to be geographically nearby. The network reacts quickly to changes to the networks shape, for example if a line is down. Routers share information and it takes time for new IP's to be registered everywhere, but presumably every router doesn't have to store a list of all the addresses each of it's directions leads most directly to. I'm looking for a basic, general, high level description of the algorithms workings from the point of view of an individual router. Does anyone have one? I presume public internet routers don't use A* as the overheads would be to large, and scale to poorly. I also presume there is a single method worldwide because it seems as if must involve a lot of transferring data to update and communicate a reasonable amount of state between neighboring routers. For example, perhaps the amount of data that needs to be stored in each router scales logarithmically with the number of routers that exist worldwide, the detail and reliability of the routing is reduced over increasing distances, there is increasing backtracking involved in parts of the network that are less geographically uniform or maybe each router really does perform an A* style search, temporarily maintaining open and closed lists when a packet arrives.

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  • Desparately Need Help: After a mishap, a folder shows 0 files in it

    - by bobby
    I'm hoping some of you guys may be able to shed some light on this scenario: I had a odt document on which I was working from one of many files in a folder among many on an internal hard-drive. Some kind of glitch occured and the document crashed (this could have been some kind of power charge whilst another hard drive was being unmounted). As I looked into the folders surrounding the folder in which my odt document was stored, they start to show 0 files in them. I immediately switched off the PC and then re-started. Upon the re-start, the folders would show the 1,000s of files I've stored in them and then within 5 minutes, as I started to back them up, freeze, cut-off the process of transfer. When I tried to open anything on the internal hard-drive, be it an avi film, an mp3, a cbr or a word doc, they all showed blank or would work. Some folders had vastly less files showing. Eventually, things calmed down. I closed the PC, checked that the connections were in firmly, gave it a vacuum and restarted the PC. All the files eventually showed up and I started to back them up (which I'd brought a hard drive for anyway but been distracted and not done). All folders show except the one which contained the document I was working on at the time of the trouble. Strangely, it was one that should itself full on several occasions on restarts. It shows zero files now. Properties shows zero files and zero space taken by it. Yet when I drop a file into this folder by pasting it in, it disappears too. Opening the folder, there is nothing there. But if I paste that document again, the PC asks would I like to replace the existing file with the same name (that I can't see), when I click yes, the file appears. When I exit, the folder shows the 0 files in the folder. Going back into the folder, it has disappeared again. I'm hoping that someone can help give me tips to recover the files in the folder, it would be greatly, greatly appreciated. All other films, music, comics, documents show and are fine!

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  • Accounting for waves when doing planar reflections

    - by CloseReflector
    I've been studying Nvidia's examples from the SDK, in particular the Island11 project and I've found something curious about a piece of HLSL code which corrects the reflections up and down depending on the state of the wave's height. Naturally, after examining the brief paragraph of code: // calculating correction that shifts reflection up/down according to water wave Y position float4 projected_waveheight = mul(float4(input.positionWS.x,input.positionWS.y,input.positionWS.z,1),g_ModelViewProjectionMatrix); float waveheight_correction=-0.5*projected_waveheight.y/projected_waveheight.w; projected_waveheight = mul(float4(input.positionWS.x,-0.8,input.positionWS.z,1),g_ModelViewProjectionMatrix); waveheight_correction+=0.5*projected_waveheight.y/projected_waveheight.w; reflection_disturbance.y=max(-0.15,waveheight_correction+reflection_disturbance.y); My first guess was that it compensates for the planar reflection when it is subjected to vertical perturbation (the waves), shifting the reflected geometry to a point where is nothing and the water is just rendered as if there is nothing there or just the sky: Now, that's the sky reflecting where we should see the terrain's green/grey/yellowish reflection lerped with the water's baseline. My problem is now that I cannot really pinpoint what is the logic behind it. Projecting the actual world space position of a point of the wave/water geometry and then multiplying by -.5f, only to take another projection of the same point, this time with its y coordinate changed to -0.8 (why -0.8?). Clues in the code seem to indicate it was derived with trial and error because there is redundancy. For example, the author takes the negative half of the projected y coordinate (after the w divide): float waveheight_correction=-0.5*projected_waveheight.y/projected_waveheight.w; And then does the same for the second point (only positive, to get a difference of some sort, I presume) and combines them: waveheight_correction+=0.5*projected_waveheight.y/projected_waveheight.w; By removing the divide by 2, I see no difference in quality improvement (if someone cares to correct me, please do). The crux of it seems to be the difference in the projected y, why is that? This redundancy and the seemingly arbitrary selection of -.8f and -0.15f lead me to conclude that this might be a combination of heuristics/guess work. Is there a logical underpinning to this or is it just a desperate hack? Here is an exaggeration of the initial problem which the code fragment fixes, observe on the lowest tessellation level. Hopefully, it might spark an idea I'm missing. The -.8f might be a reference height from which to deduce how much to disturb the texture coordinate sampling the planarly reflected geometry render and -.15f might be the lower bound, a security measure.

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  • Chrome trims the last <li> element in a row [closed]

    - by Paul
    Ok guys, I give up. Here's the code I'm struggling with: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta http-equiv="Content-Type" content="text/html;charset=utf-8" /> <title>Blah</title> <style type="text/css"> #container { margin: 0 auto; width: 350px; border: 1px solid #ccc; } ul { list-style-type: none; margin: 0; padding: 0; text-align: center; } ul li { display: inline; padding: 5px; margin: 0 1px; background-color: lime; line-height: 2em; /* border: 1px solid red; */ } </style> </head> <body> <div id="container"> <ul> <li>Element A</li> <li>Element B</li> <li>Element C</li> <li>Element D</li> <li>Element E</li> <li>Element F</li> </ul> </div> </body> </html> Why the heck does Chrome trim the right side of "Element D" (even though there is enough space to display whole item), while Firefox and even Internet Explorer render this code properly? It becomes more visible when we apply the commented border. In other words, is there a way to tell the browser that I want every single <li> element to be autonomic, and thus to move it to the next row if it doesn't fit entirely in the previous one? Can't wait to see the solution, thanks in advance.

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  • Why occlusion is failing sometimes?

    - by cad
    I am rendering two cubes in the space using XNA 4.0 and occlusion only works from certain angles. Here is what I see from the front angle (everything ok) Here is what I see from behind This is my draw method. Cubes are drawn by serverManager and serverManager1 protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); switch (_gameStateFSM.State) { case GameFSMState.GameStateFSM.INTROSCREEN: spriteBatch.Begin(); introscreen.Draw(spriteBatch); spriteBatch.End(); break; case GameFSMState.GameStateFSM.GAME: spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend); // Text screenMessagesManager.Draw(spriteBatch, firstPersonCamera.cameraPosition, fpsHelper.framesPerSecond); // Camera firstPersonCamera.Draw(); // Servers serverManager.Draw(GraphicsDevice, firstPersonCamera.viewMatrix, firstPersonCamera.projMatrix); serverManager1.Draw(GraphicsDevice, firstPersonCamera.viewMatrix, firstPersonCamera.projMatrix); // Room //roomManager.Draw(GraphicsDevice, firstPersonCamera.viewMatrix); spriteBatch.End(); break; case GameFSMState.GameStateFSM.EXITGAME: break; default: break; } base.Draw(gameTime); fpsHelper.IncrementFrameCounter(); } serverManager and serverManager1 are instances of the same class ServerManager that draws a cube. The draw method for ServerManager is: public void Draw(GraphicsDevice graphicsDevice, Matrix viewMatrix, Matrix projectionMatrix) { cubeEffect.World = Matrix.CreateTranslation(modelPosition); // Set the World matrix which defines the position of the cube cubeEffect.View = viewMatrix; // Set the View matrix which defines the camera and what it's looking at cubeEffect.Projection = projectionMatrix; // Enable textures on the Cube Effect. this is necessary to texture the model cubeEffect.TextureEnabled = true; cubeEffect.Texture = cubeTexture; // Enable some pretty lights cubeEffect.EnableDefaultLighting(); // apply the effect and render the cube foreach (EffectPass pass in cubeEffect.CurrentTechnique.Passes) { pass.Apply(); cubeToDraw.RenderToDevice(graphicsDevice); } } Obviously there is something I am doing wrong. Any hint of where to look? (Maybe z-buffer or occlusion tests?)

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  • Movement prediction for non-shooters

    - by ShadowChaser
    I'm working on an isometric (2D) game with moderate-scale multiplayer - 20-30 players. I've had some difficulty getting a good movement prediction implementation in place. Right now, clients are authoritative for their own position. The server performs validation and broad-scale cheat detection, and I fully realize that the system will never be fully robust against cheating. However, the performance and implementation tradeoffs work well for me right now. Given that I'm dealing with sprite graphics, the game has 8 defined directions rather than free movement. Whenever the player changes their direction or speed (walk, run, stop), a "true" 3D velocity is set on the entity and a packet it sent to the server with the new movement state. In addition, every 250ms additional packets are transmitted with the player's current position for state updates on the server as well as for client prediction. After the server validates the packet, it gets automatically distributed to all of the other "nearby" players. Client-side, all entities with non-zero velocity (ie/ moving entities) are tracked and updated by a rudimentary "physics" system - basically nothing more than changing the position by the velocity according to the elapsed time slice (40ms or so). What I'm struggling with is how to implement clean movement prediction. I have the nagging suspicion that I've made a design mistake somewhere. I've been over the Unreal, Half-life, and all other movement prediction/lag compensation articles I could find, but they all seam geared toward shooters: "Don't send each control change, send updates every 120ms, server is authoritative, client predicts, etc". Unfortunately, that style of design won't work well for me - there's no 3D environment so each individual state change is important. 1) Most of the samples I saw tightly couple movement prediction right into the entities themselves. For example, storing the previous state along with the current state. I'd like to avoid that and keep entities with their "current state" only. Is there a better way to handle this? 2) What should happen when the player stops? I can't interpolate to the correct position, since they might need to walk backwards or another strange direction if their position is too far ahead. 3) What should happen when entities collide? If the current player collides with something, the answer is simple - just stop the player from moving. But what happens if two entities take up the same space on the server? What if the local prediction causes a remote entity to collide with the player or another entity - do I stop them as well? If the prediction had the misfortune of sticking them in front of a wall that the player has gone around, the prediction will never be able to compensate and once the error gets to high the entity will snap to the new position.

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  • Java EE 7 Survey Results!

    - by reza_rahman
    On November 8th, the Java EE EG posted a survey to gather broad community feedback on a number of critical open issues. For reference, you can find the original survey here. We kept the survey open for about three weeks until November 30th. To our delight, over 1100 developers took time out of their busy lives to let their voices be heard! The results of the survey were sent to the EG on December 12th. The subsequent EG discussion is available here. The exact summary sent to the EG is available here. We would like to take this opportunity to thank each and every one the individuals who took the survey. It is very appreciated, encouraging and worth it's weight in gold. In particular, I tried to capture just some of the high-quality, intelligent, thoughtful and professional comments in the summary to the EG. I highly encourage you to continue to stay involved, perhaps through the Adopt-a-JSR program. We would also like to sincerely thank java.net, JavaLobby, TSS and InfoQ for helping spread the word about the survey. Below is a brief summary of the results... APIs to Add to Java EE 7 Full/Web Profile The first question asked which of the four new candidate APIs (WebSocket, JSON-P, JBatch and JCache) should be added to the Java EE 7 Full and Web profile respectively. As the following graph shows, there was significant support for adding all the new APIs to the full profile: Support is relatively the weakest for Batch 1.0, but still good. A lot of folks saw WebSocket 1.0 as a critical technology with comments such as this one: "A modern web application needs Web Sockets as first class citizens" While it is clearly seen as being important, a number of commenters expressed dissatisfaction with the lack of a higher-level JSON data binding API as illustrated by this comment: "How come we don't have a Data Binding API for JSON" JCache was also seen as being very important as expressed with comments like: "JCache should really be that foundational technology on which other specs have no fear to depend on" The results for the Web Profile is not surprising. While there is strong support for adding WebSocket 1.0 and JSON-P 1.0 to the Web Profile, support for adding JCache 1.0 and Batch 1.0 is relatively weak. There was actually significant opposition to adding Batch 1. 0 (with 51.8% casting a 'No' vote). Enabling CDI by Default The second question asked was whether CDI should be enabled in Java EE environments by default. A significant majority of 73.3% developers supported enabling CDI, only 13.8% opposed. Comments such as these two reflect a strong general support for CDI as well as a desire for better Java EE alignment with CDI: "CDI makes Java EE quite valuable!" "Would prefer to unify EJB, CDI and JSF lifecycles" There is, however, a palpable concern around the performance impact of enabling CDI by default as exemplified by this comment: "Java EE projects in most cases use CDI, hence it is sensible to enable CDI by default when creating a Java EE application. However, there are several issues if CDI is enabled by default: scanning can be slow - not all libs use CDI (hence, scanning is not needed)" Another significant concern appears to be around backwards compatibility and conflict with other JSR 330 implementations like Spring: "I am leaning towards yes, however can easily imagine situations where errors would be caused by automatically activating CDI, especially in cases of backward compatibility where another DI engine (such as Spring and the like) happens to use the same mechanics to inject dependencies and in that case there would be an overlap in injections and probably an uncertain outcome" Some commenters such as this one attempt to suggest solutions to these potential issues: "If you have Spring in use and use javax.inject.Inject then you might get some unexpected behavior that could be equally confusing. I guess there will be a way to switch CDI off. I'm tempted to say yes but am cautious for this reason" Consistent Usage of @Inject The third question was around using CDI/JSR 330 @Inject consistently vs. allowing JSRs to create their own injection annotations. A slight majority of 53.3% developers supported using @Inject consistently across JSRs. 28.8% said using custom injection annotations is OK, while 18.0% were not sure. The vast majority of commenters were strongly supportive of CDI and general Java EE alignment with CDI as illistrated by these comments: "Dependency Injection should be standard from now on in EE. It should use CDI as that is the DI mechanism in EE and is quite powerful. Having a new JSR specific DI mechanism to deal with just means more reflection, more proxies. JSRs should also be constructed to allow some of their objects Injectable. @Inject @TransactionalCache or @Inject @JMXBean etc...they should define the annotations and stereotypes to make their code less procedural. Dog food it. If there is a shortcoming in CDI for a JSR fix it and we will all be grateful" "We're trying to make this a comprehensive platform, right? Injection should be a fundamental part of the platform; everything else should build on the same common infrastructure. Each-having-their-own is just a recipe for chaos and having to learn the same thing 10 different ways" Expanding the Use of @Stereotype The fourth question was about expanding CDI @Stereotype to cover annotations across Java EE beyond just CDI. A significant majority of 62.3% developers supported expanding the use of @Stereotype, only 13.3% opposed. A majority of commenters supported the idea as well as the theme of general CDI/Java EE alignment as expressed in these examples: "Just like defining new types for (compositions of) existing classes, stereotypes can help make software development easier" "This is especially important if many EJB services are decoupled from the EJB component model and can be applied via individual annotations to Java EE components. @Stateless is a nicely compact annotation. Code will not improve if that will have to be applied in the future as @Transactional, @Pooled, @Secured, @Singlethreaded, @...." Some, however, expressed concerns around increased complexity such as this commenter: "Could be very convenient, but I'm afraid if it wouldn't make some important class annotations less visible" Expanding Interceptor Use The final set of questions was about expanding interceptors further across Java EE... A very solid 96.3% of developers wanted to expand interceptor use to all Java EE components. 35.7% even wanted to expand interceptors to other Java EE managed classes. Most developers (54.9%) were not sure if there is any place that injection is supported that should not support interceptors. 32.8% thought any place that supports injection should also support interceptors. Only 12.2% were certain that there are places where injection should be supported but not interceptors. The comments reflected the diversity of opinions, generally supportive of interceptors: "I think interceptors are as fundamental as injection and should be available anywhere in the platform" "The whole usage of interceptors still needs to take hold in Java programming, but it is a powerful technology that needs some time in the Sun. Basically it should become part of Java SE, maybe the next step after lambas?" A distinct chain of thought separated interceptors from filters and listeners: "I think that the Servlet API already provides a rich set of possibilities to hook yourself into different Servlet container events. I don't find a need to 'pollute' the Servlet model with the Interceptors API"

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  • Problem with DualBooting Ubuntu 13.10 and Win7

    - by VinArrow
    this is my first post here on AskUbuntu, not first time using it though. I wanted to install Ubuntu 13.10 on my PC to have all my work stuff there and leave Win7 for gaming. So i did my research on how to Dual Boot when you already have Win7 installed, here are the steps i took Used Disk Management on Win7 and shrunk that partition, leaving 80GB free for Ubuntu. Made a Bootable pendrive following the instructions on Ubuntu`s website. During the installation steps there was supposed to be a Install alongside Win7, but there wasnt, so i chose Something else. Everything was fine and i was able to install Ubuntu no problem on my unallocated 80GB partition (76GB Ubuntu + 4GB swap) There was a prompt for me to restart my PC and so I did expecting to see the dual boot screen (grub right?) Now, when i restarted my PC, Grub never showed up and it booted straight to Windows. Then I did some more research and found out that that could happen. Tried three things then Plugging in bootable pendrive again and selected Try Ubuntu without installing. Then i followed some instructions found here (How can I repair grub? (How to get Ubuntu back after installing Windows?)) and i could chroot into my Ubuntu install just fine. Repaired grub as instructed on that link, restarted the PC and booted straight into Win7 again. Again, used the bootable pen drive to Try Ubuntu... and used the Boot-repair tool (recommended repair). Again, booted straight into Win7. Lastly, i installed easyBCD on my Win7 and made a new entry for Ubuntu (Linux/BSD). When i rebooted the PC, there was the option to choose between Win7 and Linux, chose linux and it didnt work, taking me straight to a command line-like enviroment that read Minimum bash like scripting or something, as if I didn`t have a Linux OS installed. So, I thought I`d try and repair my Ubuntu install. And during the Installation method step there was the choice to install alongside Ubuntu 13.10! and that right there drove me crazy. Here is a screenshot of gparted showing how things are set up now http://imageshack.us/f/801/77u3.png/ Notice on the left-hand side how i can access my installation files just fine. sdb1- win7 reserved space, sdb2- win7 OS, sdb3- 76GB ubuntu install, sdb5- 4GB swap area. Does anyone know why my Ubuntu 13.10 is not being recognized? and what should I do to get it working? Thanks and sorry for the long read and bad english! (BIOS = legacy)

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  • Melhoria de Performance no .NET 4.5: Multicore Just-in-Time (JIT).

    - by anobre
    Olá pessoal! Dando uma lida nas melhorias de performance da plataforma .NET 4.5, me deparei com algo extremamente interessante: Multicore Just-in-Time (JIT). A teoria é muito simples: por que não utilizar vários núcleos para a compilação JIT? Além disto, será que seria possível compilar os métodos em uma determinada ordem, onde os primeiros fossem aqueles com maior probabilidade de execução? Isto parece meio loucura mas é o que o Multicore Just-in-Time (JIT) faz. E o melhor de tudo, de uma forma extremamente simples. As aplicações ASP.NET 4.5 já o fazem por default. Em outras ocasiões, basta executar duas linhas de código: uma indicando a pasta onde o arquivo que armazenará o profile ficará, e a outra para iniciar o procedimento. Este profile é o arquivo responsável por armazenar a ordem de compilação dos métodos, para que aqueles com maior chance de serem executados mais cedo sejam compilados antes. Código para este processo: ProfileOptimization.SetProfileRoot(@"C:\ProfileRoot"); ProfileOptimization.StartProfile("profile"); .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } Esta otimização na compilação só será notada após a criação do profile. Portanto, na primeira vez nada será percebido. Ao final do processo, um arquivo com o nome escolhido (no caso profile) será criado, na pasta indicada como root: Fica a dica! Abraços!

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  • C# Collision Math Help

    - by user36037
    I am making my own collision detection in MonoGame. I have a PolyLine class That has a property to return the normal of that PolyLine instance. I have a ConvexPolySprite class that has a List LineSegments. I hav a CircleSprite class that has a Center Property and a Radius Property. I am using a static class for the collision detection method. I am testing it on a single line segment. Vector2(200,0) = Vector2(300, 200) The problem is it detects the collision anywhere along the path of line out into space. I cannot figure out why. Thanks in advance; public class PolyLine { //--------------------------------------------------------------------------------------------------------------------------- // Class Properties /// <summary> /// Property for the upper left-hand corner of the owner of this instance /// </summary> public Vector2 ParentPosition { get; set; } /// <summary> /// Relative start point of the line segment /// </summary> public Vector2 RelativeStartPoint { get; set; } /// <summary> /// Relative end point of the line segment /// </summary> public Vector2 RelativeEndPoint { get; set; } /// <summary> /// Property that gets the absolute position of the starting point of the line segment /// </summary> public Vector2 AbsoluteStartPoint { get { return ParentPosition + RelativeStartPoint; } }//end of AbsoluteStartPoint /// <summary> /// Gets the absolute position of the end point of the line segment /// </summary> public Vector2 AbsoluteEndPoint { get { return ParentPosition + RelativeEndPoint; } }//end of AbsoluteEndPoint public Vector2 NormalizedLeftNormal { get { Vector2 P = AbsoluteEndPoint - AbsoluteStartPoint; P.Normalize(); float x = P.X; float y = P.Y; return new Vector2(-y, x); } }//end of NormalizedLeftNormal //--------------------------------------------------------------------------------------------------------------------------- // Class Constructors /// <summary> /// Sole ctor /// </summary> /// <param name="parentPosition"></param> /// <param name="relStart"></param> /// <param name="relEnd"></param> public PolyLine(Vector2 parentPosition, Vector2 relStart, Vector2 relEnd) { ParentPosition = parentPosition; RelativeEndPoint = relEnd; RelativeStartPoint = relStart; }//end of ctor }//end of PolyLine class public static bool Collided(CircleSprite circle, ConvexPolygonSprite poly) { var distance = Vector2.Dot(circle.Position - poly.LineSegments[0].AbsoluteEndPoint, poly.LineSegments[0].NormalizedLeftNormal) + circle.Radius; if (distance <= 0) { return false; } else { return true; } }//end of collided

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  • Using extension methods to decrease the surface area of a C# interface

    - by brian_ritchie
    An interface defines a contract to be implemented by one or more classes.  One of the keys to a well-designed interface is defining a very specific range of functionality. The profile of the interface should be limited to a single purpose & should have the minimum methods required to implement this functionality.  Keeping the interface tight will keep those implementing the interface from getting lazy & not implementing it properly.  I've seen too many overly broad interfaces that aren't fully implemented by developers.  Instead, they just throw a NotImplementedException for the method they didn't implement. One way to help with this issue, is by using extension methods to move overloaded method definitions outside of the interface. Consider the following example: .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: Consolas, "Courier New", Courier, Monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } 1: public interface IFileTransfer 2: { 3: void SendFile(Stream stream, Uri destination); 4: } 5:   6: public static class IFileTransferExtension 7: { 8: public static void SendFile(this IFileTransfer transfer, 9: string Filename, Uri destination) 10: { 11: using (var fs = File.OpenRead(Filename)) 12: { 13: transfer.SendFile(fs, destination); 14: } 15: } 16: } 17:   18: public static class TestIFileTransfer 19: { 20: static void Main() 21: { 22: IFileTransfer transfer = new FTPFileTransfer("user", "pass"); 23: transfer.SendFile(filename, new Uri("ftp://ftp.test.com")); 24: } 25: } In this example, you may have a number of overloads that uses different mechanisms for specifying the source file. The great part is, you don't need to implement these methods on each of your derived classes.  This gives you a better interface and better code reuse.

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  • Does OO, TDD, and Refactoring to Smaller Functions affect Speed of Code?

    - by Dennis
    In Computer Science field, I have noticed a notable shift in thinking when it comes to programming. The advice as it stands now is write smaller, more testable code refactor existing code into smaller and smaller chunks of code until most of your methods/functions are just a few lines long write functions that only do one thing (which makes them smaller again) This is a change compared to the "old" or "bad" code practices where you have methods spanning 2500 lines, and big classes doing everything. My question is this: when it call comes down to machine code, to 1s and 0s, to assembly instructions, should I be at all concerned that my class-separated code with variety of small-to-tiny functions generates too much extra overhead? While I am not exactly familiar with how OO code and function calls are handled in ASM in the end, I do have some idea. I assume that each extra function call, object call, or include call (in some languages), generate an extra set of instructions, thereby increasing code's volume and adding various overhead, without adding actual "useful" code. I also imagine that good optimizations can be done to ASM before it is actually ran on the hardware, but that optimization can only do so much too. Hence, my question -- how much overhead (in space and speed) does well-separated code (split up across hundreds of files, classes, and methods) actually introduce compared to having "one big method that contains everything", due to this overhead? UPDATE for clarity: I am assuming that adding more and more functions and more and more objects and classes in a code will result in more and more parameter passing between smaller code pieces. It was said somewhere (quote TBD) that up to 70% of all code is made up of ASM's MOV instruction - loading CPU registers with proper variables, not the actual computation being done. In my case, you load up CPU's time with PUSH/POP instructions to provide linkage and parameter passing between various pieces of code. The smaller you make your pieces of code, the more overhead "linkage" is required. I am concerned that this linkage adds to software bloat and slow-down and I am wondering if I should be concerned about this, and how much, if any at all, because current and future generations of programmers who are building software for the next century, will have to live with and consume software built using these practices. UPDATE: Multiple files I am writing new code now that is slowly replacing old code. In particular I've noted that one of the old classes was a ~3000 line file (as mentioned earlier). Now it is becoming a set of 15-20 files located across various directories, including test files and not including PHP framework I am using to bind some things together. More files are coming as well. When it comes to disk I/O, loading multiple files is slower than loading one large file. Of course not all files are loaded, they are loaded as needed, and disk caching and memory caching options exist, and yet still I believe that loading multiple files takes more processing than loading a single file into memory. I am adding that to my concern.

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  • Designing Snake AI

    - by Ronald
    I'm new to this gamedev stackechange but have used the math and cs sites before. So, I'm in a competition to create AI for a snake that will compete with 3 other snakes in 5 minute rounds where the rules are much like the traditional Nokia snake game except that there are 4 snakes, the board is 50x50 and there are a number of small obstacles on the field. Like the Nokia game, your snake grows when you get to the fruit and if you crash into yourself, another snake or the wall you die. The game runs with a 50ms delay between moves and the server sends the new game state every 50ms which the code must analyze and what not and output the next move. The winner is the snake who had the longest length at any point in the game. Tie breakers are decided by kills. So far what I have done is implemented an A* graph search from each snake to determine if my snake is the closest to the apple and if it is, it goes for the apple. Otherwise, I made a neat little algorithm to determine the emptiest area of the board, which my snake goes for, to anticipate the next apple. Other than this I have some small survivability checks to ensure my snake isn't walking into a trap that it can't get out and if it does get stuck, I have something to give it a better chance of getting out. ... Anyway, I've tested my snake on a test server and it does quite well. Generally, my strategy of only going for the apple when its a sure thing and finding space when its not makes it grow faster than any other snakes (some snakes do a similar thing but often just go to the middle or a corner) sometimes it wins these trial games but is more often than not beaten by the same snake who seems to have the edge on survivability(my snake grows quicker but then dies somehow and this other snake just plods slowly along and wins on consistency. So I was wondering about any ideas anyone has to try and improve my snake. Or maybe ideas at a new approach to take. My functions and classes are good so changes that might seem drastic shouldn't be too bad. I encourage all ideas. Any thoughts ??

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  • Why distant objects draw in front of close objects?

    - by cad
    I am rendering two cubes in the space using XNA 4.0 and the layering of objects only works from certain angles. Here is what I see from the front angle (everything ok) Here is what I see from behind This is my draw method. Cubes are drawn by serverManager and serverManager1 protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); switch (_gameStateFSM.State) { case GameFSMState.GameStateFSM.INTROSCREEN: spriteBatch.Begin(); introscreen.Draw(spriteBatch); spriteBatch.End(); break; case GameFSMState.GameStateFSM.GAME: spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend); // Text screenMessagesManager.Draw(spriteBatch, firstPersonCamera.cameraPosition, fpsHelper.framesPerSecond); // Camera firstPersonCamera.Draw(); // Servers serverManager.Draw(GraphicsDevice, firstPersonCamera.viewMatrix, firstPersonCamera.projMatrix); serverManager1.Draw(GraphicsDevice, firstPersonCamera.viewMatrix, firstPersonCamera.projMatrix); // Room //roomManager.Draw(GraphicsDevice, firstPersonCamera.viewMatrix); spriteBatch.End(); break; case GameFSMState.GameStateFSM.EXITGAME: break; default: break; } base.Draw(gameTime); fpsHelper.IncrementFrameCounter(); } serverManager and serverManager1 are instances of the same class ServerManager that draws a cube. The draw method for ServerManager is: public void Draw(GraphicsDevice graphicsDevice, Matrix viewMatrix, Matrix projectionMatrix) { cubeEffect.World = Matrix.CreateTranslation(modelPosition); // Set the World matrix which defines the position of the cube cubeEffect.View = viewMatrix; // Set the View matrix which defines the camera and what it's looking at cubeEffect.Projection = projectionMatrix; // Enable textures on the Cube Effect. this is necessary to texture the model cubeEffect.TextureEnabled = true; cubeEffect.Texture = cubeTexture; // Enable some pretty lights cubeEffect.EnableDefaultLighting(); // apply the effect and render the cube foreach (EffectPass pass in cubeEffect.CurrentTechnique.Passes) { pass.Apply(); cubeToDraw.RenderToDevice(graphicsDevice); } } Obviously there is something I am doing wrong. Any hint of where to look? (Maybe z-buffer or occlusion tests?)

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  • From 20,663 issues to 1 issue&ndash;style-copping C5.Tests

    - by TATWORTH
    Originally posted on: http://geekswithblogs.net/TATWORTH/archive/2014/05/28/from-20663-issues-to-1-issuendashstyle-copping-c5.tests.aspxI recently became interested in the potential of the C5 Collections solution from http://www.itu.dk/research/c5/, however I was dismayed at the state of the code in the unit test project, so I set about fixing the 20,663 issues detected by StyleCop. The tools I used were the latest versions of: My 64-bit development PC running Windows 8 Update with 8Gb RAM Visual Studio 2013 Ultimate with SP2 ReSharper GhostDoc Pro My first attempt had to be abandoned due to collision of class names which broke one of the unit tests. So being aware of this duplication of class names, I started again and planned to prepend the class names with the namespace name. In some cases I additionally prepended the item of the C5 collection that was being tested. So what was the condition of code at the start? Besides the sprawl of C# code not written to style cop standard, there was: 1) Placing of many classes within one physical file. 2) Namespace within name space that did not follow the project structure. 3) As already mentioned, duplication of class names across namespaces. 4) A copyright notice that spawled but had to be preserved. 5) Project sub-folders were all lower case instead of initial letter capitalised. The first step was to add a stylecop heading plus the original heading contained within a region, to every file. The next step was to run GhostDoc Pro using its “Document File” option on every file but not letting it replace the headers, I had added. This brought the number of issues down to 18,192. I then went through each file collapsing each class and prepending names as appropriate. At each step, I saved the changes to my local Git. The step was to move each class to its own file and to style-cop each file. ReSharper provides a very useful feature for doing this which also fixes missing “this.” and moves using statements inside the namespace. Some classes required minimal work whereas others required extensive work to reach the stylecop standard. The unit tests were run at each split and when each class was completed. When all was done, one issue remained which I will need to submit to stylecop team for their advice (and possibly a fix to stylecop). The updated solution has been made available at https://c5stylecopped.codeplex.com/releases/view/122785.

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  • The term "interface" in C++

    - by Flexo
    Java makes a clear distinction between class and interface. (I believe C# does also, but I have no experience with it). When writing C++ however there is no language enforced distinction between class and interface. Consequently I've always viewed interface as a workaround for the lack of multiple inheritance in Java. Making such a distinction feels arbitrary and meaningless in C++. I've always tended to go with the "write things in the most obvious way" approach, so if in C++ I've got what might be called an interface in Java, e.g.: class Foo { public: virtual void doStuff() = 0; ~Foo() = 0; }; and I then decided that most implementers of Foo wanted to share some common functionality I would probably write: class Foo { public: virtual void doStuff() = 0; ~Foo() {} protected: // If it needs this to do its thing: int internalHelperThing(int); // Or if it doesn't need the this pointer: static int someOtherHelper(int); }; Which then makes this not an interface in the Java sense anymore. Instead C++ has two important concepts, related to the same underlying inheritance problem: virtual inhertiance Classes with no member variables can occupy no extra space when used as a base "Base class subobjects may have zero size" Reference Of those I try to avoid #1 wherever possible - it's rare to encounter a scenario where that genuinely is the "cleanest" design. #2 is however a subtle, but important difference between my understanding of the term "interface" and the C++ language features. As a result of this I currently (almost) never refer to things as "interfaces" in C++ and talk in terms of base classes and their sizes. I would say that in the context of C++ "interface" is a misnomer. It has come to my attention though that not many people make such a distinction. Do I stand to lose anything by allowing (e.g. protected) non-virtual functions to exist within an "interface" in C++? (My feeling is the exactly the opposite - a more natural location for shared code) Is the term "interface" meaningful in C++ - does it imply only pure virtual or would it be fair to call C++ classes with no member variables an interface still?

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  • dual boot ubuntu installation mishap

    - by user590849
    I have Windows 7 pc ,where i had 2 partitions, a c drive for my system files and a d drive for my data. I decided to install ubuntu 11.10 a couple of days ago and thought of install it in a separate partition of its own. So i made a separate Linux partition of 30GB. I downloaded ubuntu on my usb stick and installed. During the installation process i was asked where to install ubuntu so i opened up a screen that was similar to this one There were six partitions present ( I had made only 3 partition via windows). Their names were totally different from the ones that i had given in windows. So i selected a drive which had the same size as my Linux partition that i had made in windows ( no other partition had the same size). I clicked on install now and got an error message saying that "There was no root folder set". I set the newly made partition as my root folder and clicked install now. Now out of the 6 partitions that were created 3 were logical ( i had only created 3 partitions in windows). As soon as i clicked install now, the system asked me where i wanted to put my "swap space". I selected one of the logical drives and hit install. Ubuntu successfully installed on my system and at the end it asked me to reboot. I did and got the following error message: "missing operating system". I was shocked. I tried my windows recovery disk ( that i had gotten when i had purchased my laptop) and there i went into startup repair. In the startup repair option i was not able to locate windows. The system asked me to click the "Load drivers" button to load the drivers to my harddrive where windows was installed, but i could not locate any drivers to my harddrive. I tried this several times but to no success. I panicked and installed ubuntu, now this time click "ok" at every step( not worrying about the partition and all). The os installed correctly and i am now able to access my harddrive. NO data within the c drive is lost. All the windows system files are intact. I wish to recover my windows installation. How do i go about it? Thank you in advance. I do not want to format my computer and install windows again.

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  • What is hiberfil.sys and How Do I Delete It?

    - by The Geek
    You’re no doubt reading this article because there’s a gigantic hiberfil.sys file sitting in the root of your drive, and you want to get rid of it to free up some space… but you can’t! Luckily, you actually can delete it, and today we’ll show you how. The more memory you have in your PC, the bigger the file will be. So What is hiberfil.sys Anyway? Windows has two power management modes that you can choose from: one is Sleep Mode, which keeps the PC running in a low power state so you can almost instantly get back to what you were working on. The other is Hibernate mode, which completely writes the memory out to the hard drive, and then powers the PC down entirely, so you can even take the battery out, put it back in, start back up, and be right back where you were. Hibernate mode uses the hiberfil.sys file to store the the current state (memory) of the PC, and since it’s managed by Windows, you can’t delete the file. So if you never use it, and want to disable Hibernate mode, keep reading. Personally I stick with Sleep Mode the vast majority of the time, but I do use Hibernate quite often. Disable Hibernate (and Delete hiberfil.sys) in Windows 7 or Vista You’ll need to open an administrator mode command prompt by right-clicking on the command prompt in the start menu, and then choosing Run as Administrator. Once you’re there, type in the following command: powercfg -h off You should immediately notice that the Hibernate option is gone from the Shut down menu. You’ll also notice that the file is magically gone! For more about dealing with Hibernate like setting how long it takes to head into Hibernate mode, you can check out our article on How to Manage Hibernate Mode in Windows 7. Disabling Hibernate Mode in Windows XP It’s a lot easier in Windows XP to get rid of Hibernate mode… in fact, we’ve already covered it before, but we’ll cover it again. Just head into Control Panel –> Power Options, and then find the Hibernate tab. Uncheck the box, reboot your PC, and then you can delete the hiberfil.sys file. Similar Articles Productive Geek Tips How to Delete a System File in Windows 7 or VistaDisable Delete Confirmation Dialog in Windows 7 or VistaClear IE7 Browsing History From the Command LineHide, Delete, or Destroy the Recycle Bin Icon in Windows 7 or VistaClear the Auto-Complete Email Address Cache in Outlook TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 Whoa ! Use Printflush to Solve Printing Problems Icelandic Volcano Webcams Open Multiple Links At One Go NachoFoto Searches Images in Real-time Office 2010 Product Guides

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