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  • Evaluating a Programmer for Startup

    - by HelpJ
    Hi, I have sorted through the previous questions and couldn't find a specific answer to the following (and thank you in advance): I have fully developed my idea on paper and am looking to move forward with it, create it, and grow it. Since I am non-technical, I am looking to either partner or employ (I would pay for his/her services) for a very talented and well-rounded programmer to help create and develop the project. I am looking for someone that can act as a IT manager/CTO and get the job done while I use my resources to develop and deploy the strategy, deal with the business side of things, raise capital, grow, etc. However, due to my lack of IT knowledge, it is always hard for me to differentiate between a good and bad programmer and therefore only find out if he/she is good or not when it is too late. So my question that I have been asking everyone around me is "How do I assess whether the programmer is good or not if I cannot evaluate them myself?" and "Is there any website that reviews and rates programmers?" I have asked many to refer me to talented programmers but all are either not local (important for me to work side by side with them), happily employed or working on their own startup. I have also asked these programmers to help me find others but none seem to be able to help. Any help would be extremely appreciated. Thank you so much, HelpJ

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  • Perth's ADF Community Event now an open invite

    - by Chris Muir
    Yesterday saw the next ADF Community Event in Perth, and as promised we grew from 15 to 25 attendees (which is going to cause a bit of a problem soon if we keep growing as we're going to run out of powerpoints for laptops). This bimonthly enjoyed presentations from Matthew Carrigy from the Dept of Finance WA on the ADF UI Shell, a small presentation from me about how Fusion Apps uses ADF, and a hands on based on programatically extending ADF BC to call external web services.  For Matt, his first presentation to a user group, with two live demos, all kudos to him for making it look smooth (for the record I hate live demos, I always break something) - thank you Matt! We've already lined up our speakers for the next event in November, and will be inviting yet more customers to this event.  However the event will now move to an open invite, so if you'd like your staff to attend please let me know by emailing chris DOT muir AT oracle DOT com. Alternatively I've had a fair few requests now for an "Intro to ADF" 1 day session so I'll consider this soon.  Certainly if you're interested let me know as this will help organize the event earlier rather than later. 

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  • Sending changes to a terrain heightmap over UDP

    - by Floomi
    This is a more conceptual, thinking-out-loud question than a technical one. I have a 3D heightmapped terrain as part of a multiplayer RTS that I would like to terraform over a network. The terraforming will be done by units within the gameworld; the player will paint a "target heightmap" that they'd like the current terrain to resemble and units will deform towards that on their own (a la Perimeter). Given my terrain is 257x257 vertices, the naive approach of sending heights when they change will flood the bandwidth very quickly - updating a quarter of the terrain every second will hit ~66kB/s. This is clearly way too much. My next thought was to move to a brush-based system, where you send e.g. the centre of a circle, its radius, and some function defining the influence of the brush from the centre going outwards. But even with reliable UDP the "start" and "stop" messages could still be delayed. I guess I could compare timestamps and compensate for this, although it'd likely mean that clients would deform verts too much on their local simulations and then have to smooth them back to the correct heights. I could also send absolute vert heights in the "start" and "stop" messages to guarantee correct data on the clients. Alternatively I could treat brushes in a similar way to units, and do the standard position + velocity + client-side prediction jazz on them, with the added stipulation that they deform terrain within a certain radius around them. The server could then intermittently do a pass and send (a subset of) recently updated verts to clients as and when there's bandwidth to spare. Any other suggestions, or indications that I'm on the right (or wrong!) track with any of these ideas would be greatly appreciated.

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  • How to maintain symlinks in linux file manager?

    - by MountainX
    I want to use symlinks extensively. However, if I move the target file, the symlink becomes broken (unlike on Windows). That's not acceptable to me, so I either need a solution or I won't be able to use symlinks the way I wish to. Is there a solution that will work with Dolphin file manager? A command line solution is described on commandlinefu. In summary, it is something like one of these: lmv(){for a in ${@:1:$(expr $#-1)};do [ -e "$a" -a -e "${@:$#:1}" ] && mv "$a";"${@:$#:1}" && ln -s "${@:$#:1}"/"$(basename "$a")";"$(dirname "$a")";done} lmv(){for a in ${@:1:$(expr $#-1)};do [ -e "$a" -a -e "${@:$#}" ] && mv "$a";"${@:$#}" && ln -s "${@:$#}"/"$(basename "$a")";"$(dirname "$a")";done} But about half the time I'm using a file manager (Dolphin), so I need a complete solution to this problem. Is a solution available for a GUI file manager? EDIT: The context of this question is that I'm searching for an alternative to hardlinks. I previously asked this question about the pitfalls of hardlinks.

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  • Automate #include refactoring in C++ [on hold]

    - by Mikhail
    I have a big project with hundreds of files. And as it often happens to C++ projects, #include directives are in messed up. I want to refactor them to increase clarity, decrease compilation time and simplify analysis. For each .h file I want to make sure that: It have #include directives only for types it is using But it have only forward declarations of types that are used as T* or T& For each .cpp file I want to make sure that: It have #include directives only for types it is using and not already included by another headers (no indirect includes when possible) I'm looking for a tool which will help me to automate this refactoring. For now I only know of tools that helps to remove redundant includes, they are many: PC-lint include-what-you-use cppclean ProFactor IncludeManager But I know of no tools to help me to move necessary includes in .h files or replace includes with forward declarations. Any ideas? Tools for Windows and Visual Studio are preferred. Update. Considered to be off-topic. Please, follow the link on Software Recommendations http://softwarerecs.stackexchange.com/q/4461/3331

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  • How do I have to take into account the direction in which the camera is facing when creating a first person strafe (left/right) movement

    - by Chris
    This is the code I am currently using, and it works great, except for the strafe always causes the camera to move along the X axis which is not relative to the direction in which the camera is actually facing. As you can see currently only the x location is updated: [delta * -1, 0, 0] How should I take into account the direction in which the camera is facing (I have the camera's target x,y,z) when creating a first person strafe (left/right) movement? case 'a': var eyeOriginal = g_eye; var targetOriginal = g_target; var viewEye = g_math.subVector(g_eye, g_target); var viewTarget = g_math.subVector(g_target, g_eye); viewEye = g_math.addVector([delta * -1, 0, 0], viewEye); viewTarget = g_math.addVector([delta * -1, 0, 0], viewTarget); g_eye = g_math.addVector(viewEye, targetOriginal); g_target = g_math.addVector(viewTarget, eyeOriginal); break; case 'd': var eyeOriginal = g_eye; var targetOriginal = g_target; var viewEye = g_math.subVector(g_eye, g_target); var viewTarget = g_math.subVector(g_target, g_eye); viewEye = g_math.addVector([delta, 0, 0], viewEye); viewTarget = g_math.addVector([delta, 0, 0], viewTarget); g_eye = g_math.addVector(viewEye, targetOriginal); g_target = g_math.addVector(viewTarget, eyeOriginal); break;

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  • Getting an OBB out of another OBB?

    - by Milo
    I'm working on collision resolution for my game. I just need a good way to get an object out of another object if it gets stuck. In this case a car. Here is a typical scenario. The red car is in the green object. How do I correctly get it out so the car can slide along the edge of the object as it should. I tried: if(buildings.size() > 0) { Entity e = buildings.get(0); Vector2D vel = new Vector2D(); vel.x = vehicle.getVelocity().x; vel.y = vehicle.getVelocity().y; vel.normalize(); while(vehicle.getRect().overlaps(e.getRect())) { vehicle.setCenter(vehicle.getCenterX() - vel.x * 0.1f, vehicle.getCenterY() - vel.y * 0.1f); } colided = true; } But that does not work too well. Is there some sort of vector I could calculate to use as the vector to move the car away from the object? Thanks

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  • Click and Drag from Clickpad stops working after a while 12.04

    - by Jason O'Neil
    I've got a Samsung Notebook (NP-QX412-S01AU) with a touchpad / clickpad. I'm running 12.04 Precise. When I first log into my computer, the touchpad behaves exactly as expected and desired. The longer I stay logged in, it slowly degrades. I'll try describe it. There are 3 ways of "dragging" on this clickpad: (Physical) click and hold with one finger, and drag around while still holding it down. All with one finger. (Physical) Click and hold with one finger, then with another finger drag around to move cursor. Double tap (not a physical click) and on the second tap, hold and drag. I most naturally use option 1, but here's how it works: When I first turn on, options 1, 2 and 3 all work. After a while, only options 2 and 3 work. Later still, only option 3 works. Restarting X causes all 3 to work again. I've compared the output of "synclient" in each of the states, and there was no difference. Anybody know what to look at? Or at the very least, a command I can run to "restart" the mouse driver without restarting X?

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  • Calculating a child Position, Rotation and Scale values?

    - by Sergio Plascencia
    I am making my own game editor(just for fun) anyway I have problem that I had several days trying to resolve but I have been unsuccessful. Here goes... I have an object "A": Position: (3,3,3), Rotation: (45,10,0), Scale(1,2,2.5) And an object "B": Position: (1,1,1), Rotation: (10,34,18), Scale(1.5,2,1) I now make a parent/child relationship. "B" is a child of "A": A |--B When I do the relationship I need to re-calculate the Child("B") Position, Rotation and Scale such that it maintains its current position, rotation and scale(Location in world). So for child position "B" it would now be (-2, -2, -2) since now "A" it is center and (-2, -2, -2) will keep the object in its same position. I think I got the Position and scale figure out, but rotation I cant. So I was trying to figure out what to do and what I did is opened Unity and run the same example and I did noticed that when making an abject a child object the child object did not moved at all but had its Position, Rotation and Scale values changed(Related to the parent). For example: Unity (Parent Object "A"): Position: (0,0,0) Rotation: (45,10,0) Scale: (1,1,1) Unity (Child Object "B"): Position: (0,0,0) Rotation: (0,0,0) Scale: (1,1,1) When making it a parent child relation("B" is a child of "A") the child object("B") in its Rotation values now has: X: -44.13605 Y: -14.00195 Z: 9.851074 If I plug the same values to my editor(To the child "B" rotation X, Y, Z values) the object does not move at all. So I basically need to know how did Unity arrive at those rotation values for the child(What are the calculations?). If you can help and put all the equations for the Position, Rotation or Scale then I can double check I am doing it correctly but with the Rotation I really need help. Thanks!

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  • Java Road Trip: Code to Coast (#javaroadtrip)

    - by Justin Kestelyn
    Hey, have you heard? The Java Road Trip bus may be stopping at a city near you this summer, starting June 14. And your peeps at Oracle Technology Network have donated some goodies. What is the Java Road Trip? Basically, we have packed a rock-star bus with demos (Java FX, Oracle ADF, Java EE 6, JDK 7, GlassFish, Java ME) and are putting it on the road; it will make 20 stops across the U.S. in the next couple of months (and MAY may make a special appearance at JavaOne, if we can find a big enough parking space). In many cases these stops will coincide with Java or Oracle user group meet-ups and will always involve beer, food, and free stuff. Furthermore, engineers from HQ will be flying out at various times to rendezvous with these meet-ups and answer your questions. Also, because this tour will only reach a relatively small number of people, we're working hard to provide a virtual experience: there will be a blogger/videographer/photog/tweeter on board, reporting on its every move. You'll find all this content at java.com/roadtrip, and you can get real-time updates via @java. And this new update: If you're attending ODTUG Kaleidoscope in Washington, D.C., in late June, you'll get a chance to see the Java Bus in all its glory. And don't forget your t-shirt, cup, and screen cleaner, all provided by Oracle Technology Network.

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  • What decent email client would you recommend (at least better than Thunderbird)?

    - by matteo
    I've used Thunderbird for years. I keep a huge number of emails. I move them to folders to organize or archive them, but I don't delete anything so I have hundreds of thousands of messages. I like the way TB is conceived, and the way it works as long as the volume of data is small. But it just doesn't scale. It has a lot of ridiculous design flaws such that, for example, any time consuming operation blocks the whole UI completely (and you don't even know for how long) as if everything was implemented in a single monolythic all-tasks-are-blocking way. I'm tired of it. So what is the alternative that you would recommend as an email client program with all the usual basic features one expects from any email client program? Important: I mainly use POP3, much much more than IMAP, and my main account is on gmail. This question is not intended to be a rant against TB (I admit it is, as a side effect); I have highlighted its weaknesses BECAUSE the answer I'm looking for is a recomendation for a program that doesn't suffer from these issues.

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  • Missing Package: header, Problem with MergeList, The package lists or status file could not be parsed or opened

    - by Inbar Rose
    THIS IS NOT A DUPLICATE OF SIMILAR QUESTIONS (like this) I just had to write that first, there are tons of questions similar to this, all of them have the same redirect to an answer that does not solve my problem, because I don't have the same problem, just the same symptom. I write tests for my companies application. One of these tests tries to upgrade the application from a previous version to a new version to make sure nothing breaks. When I am installing an old version of the application, some weird stuff starts to happen. Sometimes everything goes Okay, and nothing is wrong, other times when trying to install I get this message (company app name censored): E: Encountered a section with no Package: header E: Problem with MergeList /var/lib/apt/lists/XXX-amd64_Packages E: The package lists or status file could not be parsed or opened. Using the solutions provided in the questions similar to this one (like this). Do not help, and the problem keeps repeating itself once it happens the first time. This has led me to believe something is wrong on the apt server where the package is being created, but searching these errors yields no information on anything beyond the "fix" suggested in the question I linked, the only other source of information I could find also did not help (here): So I am asking for information; What is the actual problem? What causes the problem? What can fix the problem? I hope this question is in good format, if there is a problem, or missing information I can move to chat.

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  • links for 2010-12-17

    - by Bob Rhubart
    Overview of Oracle Enterprise Manager Management Packs How does Oracle Enterprise Manager Grid Control do so much across so many different systems? Porus Homi Havewala has the answers.  (tags: oracle otn grid soa entarch) How to overcome cloud computing hurdles - Computerworld What does it take to go from 'we should move to the cloud' to a successful cloud computing strategy? This excerpt from Silver Clouds, Dark Linings offers advice on crossing cloud chasms and developing a successful roadmap. (tags: ping.fm) Security in OBIEE 11g, Part 2 Guest blogger Pravin Janardanam continues the discussion about OBIEE 11g Authorization and other Security aspects. (tags: oracle otn security businessintelligence obiee) Oracle Fusion Middleware Security: A Quick Note about Oracle Access Manager 11g and WebLogic "OAM 11g integrates with WebLogic using the very same components used to integrate OAM 10.1.4.3. Under most circumstances, that means using the OAM Identity Asserter...which asserts the OAM_REMOTE_USER header as the user principal in the JAAS subject." - Brian Eidelman (tags: WebLogic oracle) Comparison Between Cluster Multicast Messaging and Unicast Messaging Mode Weblogic wonders!!! "When servers are in a cluster, these member servers communicate with each other by sending heartbeats and indicating that they are alive. For this communication between the servers, either unicast or multicast messaging is used." -- Divya Duryea (tags: weblogic oracle) Ron Batra: Cloud Computing Series: IV: Database.com, ExaData on Demand and connecting the dots Oracle ACE Direct Ron Batra offers his assessment of recent rumblings in the Cloud. (tags: oracle otn oracleace cloud database)

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  • Moving player in direciton camera is facing

    - by Samurai Fox
    I have a 3rd person camera which can rotate around the player. My problem is that wherever camera is facing, players forward is always the same direction. For example when camera is facing the right side of the player, when I press button to move forward, I want player to turn to the left and make that the "new forward". My camera script so far: using UnityEngine; using System.Collections; public class PlayerScript : MonoBehaviour { public float RotateSpeed = 150, MoveSpeed = 50; float DeltaTime; void Update() { DeltaTime = Time.deltaTime; transform.Rotate(0, Input.GetAxis("LeftX") * RotateSpeed * DeltaTime, 0); transform.Translate(0, 0, -Input.GetAxis("LeftY") * MoveSpeed * DeltaTime); } } public class CameraScript : MonoBehaviour { public GameObject Target; public float RotateSpeed = 170, FollowDistance = 20, FollowHeight = 10; float RotateSpeedPerTime, DesiredRotationAngle, DesiredHeight, CurrentRotationAngle, CurrentHeight, Yaw, Pitch; Quaternion CurrentRotation; void LateUpdate() { RotateSpeedPerTime = RotateSpeed * Time.deltaTime; DesiredRotationAngle = Target.transform.eulerAngles.y; DesiredHeight = Target.transform.position.y + FollowHeight; CurrentRotationAngle = transform.eulerAngles.y; CurrentHeight = transform.position.y; CurrentRotationAngle = Mathf.LerpAngle(CurrentRotationAngle, DesiredRotationAngle, 0); CurrentHeight = Mathf.Lerp(CurrentHeight, DesiredHeight, 0); CurrentRotation = Quaternion.Euler(0, CurrentRotationAngle, 0); transform.position = Target.transform.position; transform.position -= CurrentRotation * Vector3.forward * FollowDistance; transform.position = new Vector3(transform.position.x, CurrentHeight, transform.position.z); Yaw = Input.GetAxis("Right Horizontal") * RotateSpeedPerTime; Pitch = Input.GetAxis("Right Vertical") * RotateSpeedPerTime; transform.Translate(new Vector3(Yaw, -Pitch, 0)); transform.position = new Vector3(transform.position.x, transform.position.y, transform.position.z); transform.LookAt(Target.transform); } }

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  • How do I create a third Person View using DXUTCamera in DX10?

    - by David
    I am creating a 3d flying game and using DXUTCamera for my view. I can get the camera to take on the characters position, But I would like to view my character in the 3rd person. Here is my code for first person view: //Put the camera on the object. D3DXVECTOR3 viewerPos; D3DXVECTOR3 lookAtThis; D3DXVECTOR3 up ( 5.0f, 1.0f, 0.0f ); D3DXVECTOR3 newUp; D3DXMATRIX matView; //Set the viewer's position to the position of the thing. viewerPos.x = character->x; viewerPos.y = character->y; viewerPos.z = character->z; // Create a new vector for the direction for the viewer to look character->setUpWorldMatrix(); D3DXVECTOR3 newDir, lookAtPoint; D3DXVec3TransformCoord(&newDir, &character->initVecDir, &character->matAllRotations); // set lookatpoint D3DXVec3Normalize(&lookAtPoint, &newDir); lookAtPoint.x += viewerPos.x; lookAtPoint.y += viewerPos.y; lookAtPoint.z += viewerPos.z; g_Camera.SetViewParams(&viewerPos, &lookAtPoint); So does anyone have an ideas how I can move the camera to the third person view? preferably timed so there is a smooth action in the camera movement. (I'm hoping I can just edit this code instead of bringing in another camera class)

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  • Making files generally available on Linux system (when security is relatively unimportant)?

    - by Ole Thomsen Buus
    Hi, I am using Ubuntu 9.10 on a stationary PC. I have a secondary 1 TB harddrive with a single big logical partition (currently formatted as ext4). It is mounted as /usr3 with options user, exec in /etc/fstab. I am doing highspeed imaging experiments. Well, only 260fps, but that still creates many individual files since each frames is saved as one png-file. The stationary is not used by anyone other than me which is why the default security model posed by ubuntu is not necessary. What is the best way to make the entire contents of /usr3 generally available on all systems. In case I need to move the harddrive to another Ubuntu 9.x or 10.x machine? When grabbing image with the firewire camera I use a selfmade grabbing software-utility (console based) in sudo-mode. This creates all files with root as owner and group. I am logged in as user otb and usually I do the following when having to make files generally available to otb: sudo chown otb -R * sudo chgrp otb -R * sudo chmod a=rwx -R * This takes some time since the disk now contains individual ~200000 files. After this, how would linux behave if I moved the harddrive to another system where the user otb is also available? Would the files still be accessible without sudo use?

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  • Java.net Reborn

    - by Bob Rhubart
    Java.net, the home of  Java community projects, has been re-launched with a new look and new tools for developers.  The move from CollabNet to the Kenai infrastructure offers more flexibility for developers who want to host or contribute to community projects.  Instead of the large, fixed infrastructure per project (for example, several mailing lists per project), Kenai's ala carte features allow users to take only what they need. "We will continue to have the great mix of blogs, forums, and editorial content as well as new tools on the project side, including Mercurial, Git, and JIRA for developers," Java.net Community Manager Sonya Barry explains.  The migration was huge effort. Over 1400 projects were migrated (and some 30 projects are left to go). A large part of the migration was a big cleanup of abandoned projects. With the high abandonment rate of open source projects, the was a lot to remove. The new java.net site is smaller, faster and now the percentage of good, current content is much higher. Check it out at http://home.java.net/   Technorati Tags: java,java.net,oracle,oracle technology network del.icio.us Tags: java,java.net,oracle,oracle technology network

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  • Upgrade from Linux Mint 12 to Kubuntu 12.04?

    - by MountainX
    Is there an "easy" way to "upgrade" my existing Linux Mint 12 install to Kubuntu 12.04 beta 2? I know I could reinstall. Usually I would do a clean install to avoid unexpected issues. But in this case, I don't have time to reconfigure everything from my printers to my installed software, so I am looking for the quick/easy way, but I also want to avoid big risks of an upgrade gone wrong. I'm hoping to just change some repos and run a few commands from the terminal. I don't mind editing a few config files as long as I can find good HOWTOs. But I don't want to be the pioneer (arrows in back). I'm hoping someone has done this before and has a set of steps. For context, I recently installed KDE 4.8 SC onto Kubuntu 11.10 using PPAs. This was on another computer. That wasn't a problem. But I decided to do a fresh install of Kubuntu 12.04 later. I like it well enough that I want to change my other computer from Linux Mint 12 to Kubuntu. (I'm going all-in with KDE. It's now my desktop of choice.) This Linux Mint upgrade will be a move from Gnome and MGSE to KDE, so that will probably complicate things at bit compared to something like upgrading Kubuntu 11.10 to KDE 4.8. References: http://www.psychocats.net/ubuntu/kde Is it safe to install Kubuntu-desktop in 11.10?

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  • Xna GS 4 Animation Sample bone transforms not copying correctly

    - by annonymously
    I have a person model that is animated and a suitcase model that is not. The person can pick up the suitcase and it should move to the location of the hand bone of the person model. Unfortunately the suitcase doesn't follow the animation correctly. it moves with the hand's animation but its position is under the ground and way too far to the right. I haven't scaled any of the models myself. Thank you. The source code (forgive the rough prototype code): Matrix[] tran = new Matrix[man.model.Bones.Count];// The absolute transforms from the animation player man.model.CopyAbsoluteBoneTransformsTo(tran); Vector3 suitcasePos, suitcaseScale, tempSuitcasePos = new Vector3();// Place holders for the Matrix Decompose Quaternion suitcaseRot = new Quaternion(); // The transformation of the right hand bone is decomposed tran[man.model.Bones["HPF_RightHand"].Index].Decompose(out suitcaseScale, out suitcaseRot, out tempSuitcasePos); suitcasePos = new Vector3(); suitcasePos.X = tempSuitcasePos.Z;// The axes are inverted for some reason suitcasePos.Y = -tempSuitcasePos.Y; suitcasePos.Z = -tempSuitcasePos.X; suitcase.Position = man.Position + suitcasePos;// The actual Suitcase properties suitcase.Rotation = man.Rotation + new Vector3(suitcaseRot.X, suitcaseRot.Y, suitcaseRot.Z); I am also copying the bone transforms from the animation player in the Person class like so: // The transformations from the AnimationPlayer Matrix[] skinTrans = new Matrix[model.Bones.Count]; skinTrans = player.GetBoneTransforms(); // copy each transformation to its corresponding bone for (int i = 0; i < skinTrans.Length; i++) { model.Bones[i].Transform = skinTrans[i]; }

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  • Wheel rotation, to change velocity of vehicle

    - by Lewis
    I update the velocity of my vehicle like so: [v setVelocity: ((2 * 3.14 * 100 * (wheel.getRotationValue / 360) / 30)) * gameSpeed]; // update on 60 fps this gets velocity on all frames divide by 60 for 1 frame. This is done in my update method in my world class. Now wheel.getRotationValue returns the rotation value which is worked out like this: - (void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [touches anyObject]; CGPoint location = [touch locationInView:[touch view]]; location = [[CCDirector sharedDirector] convertToGL:location]; if (CGRectContainsPoint(wheel.boundingBox, location)) { CGPoint firstLocation = [touch previousLocationInView:[touch view]]; CGPoint location = [touch locationInView:[touch view]]; CGPoint touchingPoint = [[CCDirector sharedDirector] convertToGL:location]; CGPoint firstTouchingPoint = [[CCDirector sharedDirector] convertToGL:firstLocation]; CGPoint firstVector = ccpSub(firstTouchingPoint, wheel.position); CGFloat firstRotateAngle = -ccpToAngle(firstVector); CGFloat previousTouch = CC_RADIANS_TO_DEGREES(firstRotateAngle); CGPoint vector = ccpSub(touchingPoint, wheel.position); CGFloat rotateAngle = -ccpToAngle(vector); CGFloat currentTouch = CC_RADIANS_TO_DEGREES(rotateAngle); float limit = 0.5; rotationValue += (currentTouch - previousTouch) * limit; } touching = YES; } Say I steer the vehicle to the far right of the screen, and want to move it to the far left, It wont start moving to the left of the screen until the rotationValue is past 0 degrees again (the wheel is in its center posistion) and is dragged past this value. Is there anyway to change the code I have above, so that movement on the wheel is recognised instantly and updates the velocity of v instantly too?

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  • Light mask map and camera for static lights in XNA Platformer

    - by JiminyCricket
    Using the example for some basic light maps found here : http://blog.josack.com/2011/07/xna-2d-dynamic-lighting.html, I've managed to create a lightmap texture using individual lightmaps and display it over a 2D tiled world as in the Platformer example. I'm using the very basic 2D camera example as found here : http://www.david-amador.com/2009/10/xna-camera-2d-with-zoom-and-rotation/, and the problem is that the lightmap texture scrolls with the player sprite. This looks pretty good and would be excellent for lighting the player sprite as it moves. But, I also want to be able to place static lights (or some initial position for the lights) that do not move with the player or camera. When I turn off the camera or give it a static position, it works as a series of static lights so I believe it's probably caused by the camera transformation matrix following the player around. I'm using RenderTarget2Ds, one for the main game screen after all the backgrounds and tiles are rendered, and one for the "lightmap" which consists of a black background and a bunch of lighting textures which are merged with it using additive blending. For now, I'm doing all of this in PlatformerGame.cs where the camera transformation and position is set and the level.Draw() call is made. I can't figure out how to separate the drawing of the lightmap and the camera following the player. I was thinking it would be better to render the shadows and lighting directly in the drawing of the level itself, but I'm not sure how to do that either because this technique requires RenderTarget2Ds and calling SpriteBatch.Begin()/End().

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  • CodePlex Daily Summary for Monday, October 28, 2013

    CodePlex Daily Summary for Monday, October 28, 2013Popular ReleasesExtJS based ASP.NET Controls: FineUI v4.0beta1: +2013-10-28 v4.0 beta1 +?????Collapsed???????????????。 -????:window/group_panel.aspx??,???????,???????,?????????。 +??????SelectedNodeIDArray???????????????。 -????:tree/checkbox/tree_checkall.aspx??,?????,?????,????????????。 -??TimerPicker???????(????、????ing)。 -??????????????????????(???)。 -?????????????,??type=text/css(??~`)。 -MsgTarget???MessageTarget,???None。 -FormOffsetRight?????20px??5px。 -?Web.config?PageManager??FormLabelAlign???。 -ToolbarPosition??Left/Right。 -??Web.conf...CODE Framework: 4.0.31028.0: See change notes in the documentation section for details on what's new. Note: If you download the class reference help file with, you have to right-click the file, pick "Properties", and then unblock the file, as many browsers flag the file as blocked during download (for security reasons) and thus hides all content.Event-Based Components AppBuilder: AB3.AppDesigner.57.11: Iteration 57.11 (Cleaning): Removing obsolete code parts because of improvements done in this iteration. Removed: LineSourceToTargetDragDropEventHandler, LineSourceToTargetAdorner, LineSourceToTargetToAppDefinitionConverter, LineSourceToPointDragDropEventHandler, LineSourceToPointToAppDefinitionConverter, LinePointToTargetDragDropEventHandler, LinePointToTargetToAppDefinitionConverter, LinePointToTargetAdorner, LineSourceToPointAdorner, LineAdornerBase Improved: EditChartFlow Still missin...Online Radio 3.1: Source Code: Source CodeVidCoder: 1.5.10 Beta: Broke out all the encoder-specific passthrough options into their own dropdown. This should make what they do a bit more clear and clean up the codec list a bit. Updated HandBrake core to SVN 5855.multi: multi (alpha version 0.1): extract the zip to a folder say c:\scripts\multi follow the instructions found in readme.txtAscend 3D: Ascend (2013-10-26): Ascend 2.2.2 Timeline improvements Added ability to specify end frame for TimelineAnimations Added ability to specify a play rate for TimelineAnimations All frame rates are now doubles instead of ints Minor API documentation updatesIndent Guides for Visual Studio: Indent Guides v14: ImportantThis release has a separate download for Visual Studio 2010. The first link is for VS 2012 and later. Version History Changed in v14 Improved performance when scrolling and editing Fixed potential crash when Resharper is installed Fixed highlight of guides split around pragmas in C++/C# Restored VS 2010 support as a separate download Changed in v13 Added page width guide lines Added guide highlighting options Fixed guides appearing over collapsed blocks Fixed guides not...ASP.net MVC Awesome - jQuery Ajax Helpers: 3.5.3 (mvc5): version 3.5.3 - support for mvc5 version 3.5.2 - fix for setting single value to multivalue controls - datepicker min max date offset fix - html encoding for keys fix - enable Column.ClientFormatFunc to be a function call that will return a function version 3.5.1 ========================== - fixed html attributes rendering - fixed loading animation rendering - css improvements version 3.5 ========================== - autosize for all popups ( can be turned off by calling in js...Media Companion: Media Companion MC3.585b: IMDB plot scraping Fixed. New* Movie - Rename Folder using Movie Set, option to move ignored articles to end of Movie Set, only for folder renaming. Fixed* Media Companion - Fixed if using profiles, config files would blown up in size due to some settings duplicating. * Ignore Article of An was cutting of last character of movie title. * If Rescraping title, sort title changed depending on 'Move article to end of Sort Title' setting. * Movie - If changing Poster source order, list would beco...MoreTerra (Terraria World Viewer): MoreTerra 1.11.4: Release 1.11.4 =========== = Compatibility = =========== Updated to add the new tiles/walls in 1.2.1PowerShell App Deployment Toolkit: PowerShell App Deployment Toolkit v3.0.7: This is a bug fix release, containing some important fixes! Fixed issue where Session 0 was not detected correctly, resulting in issues when attempting to display a UI when none was allowed Fixed Installation Prompt and Installation Restart Prompt appearing when deploy mode was non-interactive or silent Fixed issue where defer prompt is displayed after force closing multiple applications Fixed issue executing blocked app execution dialog from UNC path (executed instead from local tempo...BlackJumboDog: Ver5.9.7: 2013.10.24 Ver5.9.7 (1)FTP???????、2?????????????shift-jis????????????? (2)????HTTP????、???????POST??????????????????CtrlAltStudio Viewer: CtrlAltStudio Viewer 1.1.0.34322 Alpha 4: This experimental release of the CtrlAltStudio Viewer includes the following significant features: Oculus Rift support. Stereoscopic 3D display support. Based on Firestorm viewer 4.4.2 codebase. For more details, see the release notes linked to below. Release notes: http://ctrlaltstudio.com/viewer/release-notes/1-1-0-34322-alpha-4 Support info: http://ctrlaltstudio.com/viewer/support Privacy policy: http://ctrlaltstudio.com/viewer/privacy Disclaimer: This software is not provided or sup...VsTortoise - a TortoiseSVN add-in for Microsoft Visual Studio: VsTortoise Build 32 Beta: Note: This release does not work with custom VsTortoise toolbars. These get removed every time when you shutdown Visual Studio. (#7940) This release has been tested with Visual Studio 2008, 2010, 2012 and 2013, using TortoiseSVN 1.6, 1.7 and 1.8. It should also still work with Visual Studio 2005, but I couldn't find anyone to test it in VS2005. Build 32 (beta) changelogNew: Added Visual Studio 2013 support New: Added Visual Studio 2012 support New: Added SVN 1.8 support New: Added 'Ch...ABCat: ABCat v.2.0.1a: ?????????? ???????? ? ?????????? ?????? ???? ??? Win7. ????????? ?????? ????????? ?? ???????. ????? ?????, ???? ????? ???????? ????????? ?????????? ????????? "?? ??????? ????? ???????????? ?????????? ??????...", ?? ?????????? ??????? ? ?????????? ?????? Microsoft SQL Ce ?? ????????? ??????: http://www.microsoft.com/en-us/download/details.aspx?id=17876. ???????? ?????? x64 ??? x86 ? ??????????? ?? ?????? ???????????? ???????. ??? ??????? ????????? ?? ?????????? ?????? Entity Framework, ? ???? ...patterns & practices: Data Access Guidance: Data Access Guidance 2013: This is the 2013 release of Data Access Guidance. The documentation for this RI is also available on MSDN: Data Access for Highly-Scalable Solutions: Using SQL, NoSQL, and Polyglot Persistence: http://msdn.microsoft.com/en-us/library/dn271399.aspxLINQ to Twitter: LINQ to Twitter v2.1.10: Supports .NET 3.5, .NET 4.0, .NET 4.5, Silverlight 4.0, Windows Phone 7.1, Windows Phone 8, Client Profile, Windows 8, and Windows Azure. 100% Twitter API coverage. Also supports Twitter API v1.1! Also on NuGet.TerrariViewer: TerrariViewer v7.2 [Terraria Inventory Editor]: Added "Check for Update" button Hopefully fixed Windows XP issue You can now backspace in Item stack fieldsSimple Injector: Simple Injector v2.3.6: This patch releases fixes one bug concerning resolving open generic types that contain nested generic type arguments. Nested generic types were handled incorrectly in certain cases. This affects RegisterOpenGeneric and RegisterDecorator. (work item 20332)New ProjectsAnimation Manager: The Animation Manager project is designed to be a very simple way of adding animations to XAML content.ASP.NET MVC Plugin Framework: Provides a framework for building ASP.NET MVC sites that can use plugins to extend their functionality.Assignment1_Sum_of_two_numbers: 7COM1052 In this project, a simple ASP.NET web page has been created where the user can calculate the sum of two numbers.Car Cost Simulator: Car Cost SimulatorCpuMon: CpuMon is a small windows 4.5.0 program enables live monitoring of system resources via desktop.CruxOMatic: Crux-O-Matic is a full blown application development platform, with support for authentication, authorization, workflows, scaffolding and multi-tenancy.Deppon: deppon projectFlareCAD: FlareCAD is a solid modeling program implementing a new 3D file format that has emphasis on artificial intelligence.FlareGIS: FlareGIS is a mapping program implementing a new 3D file format that has emphasis on artificial intelligence.joge: Toy code for my own amusementJS1: Art Book Review UGCMSBuild Editor: MSBuildEditor provides intellisense for MSBuild Tasks and Properties. mubeen hussain calculation test: The above is a addition calculator designed using ASP.net via Visual Studio 2013.Parallel Web Crawler: In this project demonstrate how can write an effective parallel crawler using TPL api. As the size of the Web grows, it becomes imperative to parallelize apps.Resources Editor: This tool give you a simplified way to edit your resources (ResX files) in combining all cultures in the same view.SID Translator: Make Active Directory SID Translation easier : - Translate a SID from String to Hex or Hex to String - Compare two SID, no matter the format.TestGaneshmj: This is test summary.Webcam Security Application: Webcam Security is an application which utilizes an ordinary camera. This application is still under construction as new features will be added as time goeswebprojects: webprojectswebprojectswebprojectswebprojectswebprojectswebprojectswebprojectswebprojectswebprojectswebprojectswebprojectswebprojectswebprojectswindowsphoneproject: windowsphoneprojectwindowsphoneprojectwindowsphoneprojectwindowsphoneprojectwindowsphoneprojectWSAD module 2013: university project codeXml Visualiser: This tool can edit a simple xml file into a multi tables like DataBase

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  • Boot existing ubuntu installation on uefi, GPT BTRFS

    - by user204720
    I have looked through many of the questions, and haven't found anything that quite satisfies this problem. I have an ssd hard drive that is bootable from my old computer. It is a standard BIOS, however, I built a new computer with Z87 motherboard that is a UEFI. What I'd like to do is boot from this hard drive without wiping out the hard drive. I've tried booting from legacy mode, doesn't seem to work. Part of the multitude of problems is my partitioning scheme, which is GPT. sdx1 is the btrfs system, sdx2 swap, sdx3 is bios_grub. I've tried setting the UEFI/BIOS to boot in legacy mode, I've tried turning my swap partition into a Grub EFI boot, I've tried copying the file system onto a new drive installed on the new system. However, copying the information doesn't keep the filesystem or subvolumes intact. I've also tried boot-repair which is when I overwrote the swap space. I'd really rather not start over on a new install, so any other suggested trees to bark up would be appreciated. For the record, I hate you Microsoft, and ASUS I understand complying with microsoft, but make it optional... I'm really disappointed in that I have to deal with Windows 8 when I have nothing to do with it. Something I think I could try, but would like to hear from more experienced users. Moving the sdx1 (btrfs /@/@home) partion and opening up a 100 MB partition on the beginning sectors and install efi compatible Grub2 installation. Would it work? How to move a partition?

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  • Running multiple box2D world objects on a server

    - by CharbelAbdo
    I'm creating a multiplayer game using LibGdx (with Box2d) and Kryonet. Since this is the first time I work on multiplayer games, I read a bit about server - client implementations, and it turns out that the server should handle important tasks like collision detection, hits, characters dying etc... Based on some articles (like the excellent Gabriel Gambetta Fast paced multiplayer series), I also know that the client should work in parallel to avoid the lag while the server responds to commands. Physics wise, each game will have 2 players, and any projectiles fired. What I'm thinking of doing is the following: Create a physics world on the client When the game is signaled to start, I create the same physics world on the server (without any rendering obviously). Whenever the player issues a command (move or fire), I send the command to the server and immediately start processing it on the client. When the server receives the command, it applies it on the server's world (set velocity etc...) Each 100ms, the server sends the new state to the client which corrects what was calculated locally. Any critical action (hit, death, level up) is calculated only on the server and sent to the client. Essentially, I would have a Box2d World object running on the server for each game in progress, in sync with the worlds running on the clients. The alternative would be to do my own calculations on the server instead of relying on Box2D to do them for me, but I'm trying to avoid that. My question is: Is it wise to have, for example, 1000 instances of the World object running and executing steps on the server? Tomcat used around 750 MBytes of memory when trying it without any object added to the world. Anybody tried that before? If not, is there any alternative? Google did not help me, are there any guidelines to use when you want to have physics on both the client and the server? Thanks for any help.

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  • Physics not synchronizing correctly over the network when using Bullet

    - by Lucas
    I'm trying to implement a client/server physics system using Bullet however I'm having problems getting things to sync up. I've implemented a custom motion state which reads and write the transform from my game objects and it works locally but I've tried two different approaches for networked games: Dynamic objects on the client that are also on the server (eg not random debris and other unimportant stuff) are made kinematic. This works correctly but the objects don't move very smoothly Objects are dynamic on both but after each message from the server that the object has moved I set the linear and angular velocity to the values from the server and call btRigidBody::proceedToTransform with the transform on the server. I also call btCollisionObject::activate(true); to force the object to update. My intent with method 2 was to basically do method 1 but hijacking Bullet to do a poor-man's prediction instead of doing my own to smooth out method 1, but this doesn't seem to work (for reasons that are not 100% clear to me even stepping through Bullet) and the objects sometimes end up in different places. Am I heading in the right direction? Bullet seems to have it's own interpolation code built-in. Can that help me make method 1 work better? Or is my method 2 code not working because I am accidentally stomping that?

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