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  • Efficiently representing a dynamic transform hierarchy

    - by Mattia
    I'm looking for a way to represent a dynamic transform hierarchy (i.e. one where nodes can be inserted and removed arbitrarily) that's a bit more efficient than using a standard tree of pointers . I saw the answers to this question ( Efficient structure for representing a transform hierarchy. ), but as far as I can determine the tree-as-array approach only works for static hierarchies or dynamic ones where nodes have a fixed number of children (both deal-breakers for me). I'm probably wrong about that but could anyone point out how? If I'm not wrong are there other alternatives that work for dynamic hierarchies?

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  • The How-To Geek Guide to Audio Editing: Cutting, Trimming & Arranging

    - by YatriTrivedi
    Audacity novices often start with lofty project ideas, but sometimes they lack the basics. Knowing how to cut and trim tracks is basic audio editing and is a fundamental starting point for making more elaborate arrangements. For this exercise, I’ll be making a ringtone from a Castlevania: Symphony of the Night track. I have the original CD and used that so I started with better quality audio than an MP3. You can follow along with any file you like, just so you get a feel for cutting, trimming, and arranging sound clips for yourself. I know which parts I want to edit in the track, but a quick play-through will help me look for those areas visually. How to Enable Google Chrome’s Secret Gold IconHTG Explains: What’s the Difference Between the Windows 7 HomeGroups and XP-style Networking?Internet Explorer 9 Released: Here’s What You Need To Know

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  • RPG level-experience formula [closed]

    - by Comy
    I want to make an RPG game and I would like an advice on how should I create my level-experience formula. I saw this formula http://rsdo.net/rsdonline/guides/Experience%20formula.html#PHP and I created a formula myself and I want to ask you which would be better. RuneScape rates My rates Level 2 - 83 xp Level 2 - 35 Level 3 - 174 xp Level 3 - 84 Level 4 - 276 xp Level 4 - 150 Level 5 - 388 xp Level 5 - 238 Level 10 - 1,154 xp Level 10 - 1,087 Level 100 - 14,391,160 xp Level 100 - 311,017 As you can see at level 100 RuneScape's xp is very big and my level 100 is equal with RuneScape's Level 61. Is it better if the xp grows very fast at one point or depends on how I make my game?

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  • Graphically intensive silverlight design

    - by Rick Hodder
    I'm designing a silverlight application for showing sheet music from a midi file. I want to create a horizontally scrolling musical staff. At my job I maintain a winforms application that is a scrolling Gantt chart of airplane schedules, and it basically has a rows collection, and it maps the left-most pixel and right-most pixels of the control to datetimes. Then the paint method loops through what it determines will be the visible rows, and draws a screen that shows the schedule information between the two dates. Would I be correct in assuming that I would need to something similar in silverlight for my sheetmusic, or would it be better to just create a horizontal scrollviewer containing a canvas that I have drawn programmaticially on. Am I headed in the right direction? I havent seen any articles on designing such a custom control: can you point me at any?

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  • The Island of Lost Apple Products

    - by Jason Fitzpatrick
    While Apple has has a mountain of commercial successes, every once in awhile the crew in Cupertino strikes out. Here are some of the less successful and prematurely retired Apple products from the last two decades. Courtesy of Wired, we find nine of the least favorably received products in the Apple portfolio. Pictured here, the QuickTake Camera: Life Span: 1994 – 1997 Back in 1994, Apple was actually at the forefront of digital photography. The QuickTake Camera’s photos (640 x 480 at 0.3 megapixels) were borderline unusable for anything other than your Geocities homepage. But technology has to start somewhere. Still, Apple killed the line after just three years. And while the iPhone and other smartphones have replaced most people’s digital cameras, Apple could have had a reaped the benefits of the digital point-and-shoot salad years. 6 Ways Windows 8 Is More Secure Than Windows 7 HTG Explains: Why It’s Good That Your Computer’s RAM Is Full 10 Awesome Improvements For Desktop Users in Windows 8

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  • AngularJS: structuring a web application with multiple ng-apps

    - by mg1075
    The blogosphere has a number of articles on the topic of AngularJS app structuring guidelines such as these (and others): http://www.johnpapa.net/angular-app-structuring-guidelines/ http://codingsmackdown.tv/blog/2013/04/19/angularjs-modules-for-great-justice/ http://danorlando.com/angularjs-architecture-understanding-modules/ http://henriquat.re/modularizing-angularjs/modularizing-angular-applications/modularizing-angular-applications.html However, one scenario I have yet to come across for guidelines and best practices is the case where you have a large web application containing multiple "mini-spa" apps, and the mini-spa apps all share a certain amount of code. I am not referring to the case of trying to have multiple ng-app declarations on the same page; rather, I mean different sections of a large site that have their own, unique ng-app declaration. As Scott Allen writes in his OdeToCode blog: One scenario I haven't found addressed very well is the scenario where multiple apps exist in the same greater web application and require some shared code on the client. Are there any recommended approaches to take, pitfalls to avoid, or good sample structures of this scenario that you can point to?

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  • partitioning in ubuntu with gparted cant resize

    - by user288830
    I opened gparted and as i can see i have 3 partitions(or i think so) first one sda1 (236 mb) its ext2 type file and its booting point, second one is sda2(rest of the hdd 1.36 tb) extended ntfs type file and i have third one that is within the sda2 called sda5 it takes the same space as sda 2 and its file type is crypt luks, so when i try to resize the sda2 i cant resize it not for even 1 mb, i dont know if that crypt luks file is causing the problem, so i dont know what to do, by the way i can format the crypt luks(sda5) file that in inside sda 2 but i dont know if i should.Can anyone help me please? here are the pictures when i open gparted when i try to resize sda 2 i think i did use encryption i mean while it is booting i type password and its says sda5/scrypt set up succefully or something like that and then it goes to my login screen where i type username and pass that is it

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  • Marek's JAX-RS 2.0 content from Devoxx 2011

    - by alexismp
    Marek Potociar, one of the two co-spec leads for the upcoming JAX-RS 2.0 had a very well-attended session at Devoxx and wrote a blog post about it detailing his conference experience (1st time at Devoxx) and running through the new features of the specification. A link to slides is also included in his post. The work by the expert group seems very solid at this point as you can read for yourself in details in the recently published early draft document. You can follow the remaining work between now and the middle of new year on the specification project pages on java.net.

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  • Are there any good html 5 mmo design tutorials? [on hold]

    - by Dwight Spencer
    Hey all. I got a rather inspired after playing gaia online's zOMG and wanted to revive an old project idea I've had laying around for a few years now. I'm looking to work with html5 (ie canvas, svg based sprites, & WebGL) to build a graphical web based MUD/MMO. Obviously, this is a new take on an old idea and after searching google I haven't really turned up many good resources. But does anyone have any tutorials or other resources to point me in the right direction?

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  • How do I hire testers by giving them a buggy app for testing their efficiency?

    - by Jay
    My boss wants to recruit testers based on their testing efficiency (number of bugs identified). So, he's shortlisted 5 people and I need to give them an app full of bugs and see how they fare in reporting obvious bugs, and hidden bugs. I know.... it kind of sounds weird. I guess, this is just like the coding world, where you hire a programmer by assessing his/her programming ability (which is a little easier). Once hired, these testers would be testing a java swing app, so their familiarity of testing frameworks/tools is not really required. So, my question here is - How do I go about finding buggy apps (web/non-web), preferably java ones, that I can have the shortlisted testers have a go at? How would you go about this task if your boss asks you to do so? I am kind of clueless at this point - I googled a bit, thought about finding new apps on sourceforge with lots of bugs, but both approaches didn't work for me.

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  • Is Haskell worth learning?

    - by Jason K
    I am looking at this question primarily from a career point of view, so I hope you answer it accordingly. I am fairly proficient with Python, can write C++ and I am a final year student of computer science engineering I am looking to learn Haskell because I have heard a lot about it. My question is: apart from learning it because of all the good I have heard about it, is it any good for my career? Is it used in the industry? I am curious to learn it but unless it helps me somehow in my career, I am not willing to make that change at this stage. Looking for some personal experiences here. Thanks!

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  • Actionscript 3.0 - Enemies do not move right in my platformer game

    - by Christian Basar
    I am making a side-scrolling platformer game in Flash (Actionscript 3.0). I have made lots of progress lately, but I have come across a new problem. I will give some background first. My game level's terrain (or 'floor') is referenced by a MovieClip variable called 'floor.' My desire is to have the Player and enemy characters walk along the terrain. I have gotten the Player character to move on the terrain just fine; he walks up/down hills and falls whenever there is no ground beneath him. Here is the code I created to allow the Player to follow the terrain correctly. Much more code is used to control the Player, but only this code deals with the Player character's following of the terrain and gravity. // If the Player's not on the ground (not touching the 'floor' MovieClip)... if (!onGround) { // Disable ducking downKeyPressed = false; // Increase the Player's 'y' position by his 'y' velocity player.y += playerYVel; } // Increase the 'playerYVel' variable so that the Player will fall // progressively faster down the screen. This code technically // runs "all the time" but in reality it only affects the player // when he's off the ground. playerYVel += gravity; // Give the Player a terminal velocity of 15 px/frame if (playerYVel > 15) { playerYVel = 15; } // If the Player has not hit the 'floor,' increase his falling //speed if (! floor.hitTestPoint(player.x, player.y, true)) { player.y += playerYVel; // The Player is not on the ground when he's not touching it onGround = false; } Since getting this code to work for the Player, I have created a 'SkullDemon' class, which is one of the planned enemies for my game. I want the 'SkullDemon' objects to move along the terrain like the Player does. With lots of great help, I have already coded the EventListeners, etc. necessary for the 'SkullDemons' to move. Unfortunately, I am having trouble getting them to move along the terrain. In fact, they do not touch the terrain at all; they move along the top of the boundary of the 'floor' MovieClip! I had a simple text diagram showing what I mean, but unfortunately Stackoverflow does not format it correctly. I hope my problem is clear from my description. Strangely enough, my code for the Player's movement and the 'SkullDemon's' movement is almost exactly the same, yet the 'SkullDemons' do not move like the Player does. Here is my code for the SkullDemon movement: // Move all of the Skull Demons using this method protected function moveSkullDemons():void { // Go through the whole 'skullDemonContainer' for (var skullDi:int = 0; skullDi < skullDemonContainer.numChildren; skullDi++) { // Set the SkullDemon 'instance' variable to equal the current SkullDemon skullDIns = SkullDemon(skullDemonContainer.getChildAt(skullDi)); // For now, just move the Skull Demons left at 5 units per second skullDIns.x -= 5; // If the Skull Demon has not hit the 'floor,' increase his falling //speed if (! floor.hitTestPoint(skullDIns.x, skullDIns.y, true)) { // Increase the Skull Demon's 'y' position by his 'y' velocity skullDIns.y += skullDIns.sdYVel; // The Skull Demon is not on the ground when he's not touching it skullDIns.sdOnGround = false; } // Increase the 'sdYVel' variable so that the Skull Demon will fall // progressively faster down the screen. This code technically // runs "all the time" but in reality it only affects the Skull Demon // when he's off the ground. if (! skullDIns.sdOnGround) { skullDIns.sdYVel += skullDIns.sdGravity; // Give the Skull Demon a terminal velocity of 15 px/frame if (skullDIns.sdYVel > 15) { skullDIns.sdYVel = 15; } } // What happens when the Skull Demon lands on the ground after a fall? // The Skull Demon is only on the ground ('onGround == true') when // the ground is touching the Skull Demon MovieClip's origin point, // which is at the Skull Demon's bottom centre for (var i:int = 0; i < 10; i++) { // The Skull Demon is only on the ground ('onGround == true') when // the ground is touching the Skull Demon MovieClip's origin point, // which is at the Skull Demon's bottom centre if (floor.hitTestPoint(skullDIns.x, skullDIns.y, true)) { skullDIns.y = skullDIns.y; // Set the Skull Demon's y-axis speed to 0 skullDIns.sdYVel = 0; // The Skull Demon is on the ground again skullDIns.sdOnGround = true; } } } } // End of 'moveSkullDemons()' function It is almost like the 'SkullDemons' are interacting with the 'floor' MovieClip using the hitTestObject() function, and not the hitTestPoint() function which is what I want, and which works for the Player character. I am confused about this problem and would appreciate any help you could give me. Thanks!

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  • How to share my wireless connection to other wireless devices

    - by user89464
    I am aware that I can share my wired internet connection to other devices wirelessly, but what I need now is a little more complex. I am limited to one device over the wifi but would like my macbook to have internet as well. It's in another room so ethernet is not really an option. I really would like to share the wireless from my ubuntu (it's on more) to other wireless devices. After some light googling I can't find anything even remotely useful as they all involve an ethernet cable at some point. Has anyone here had any luck with anything similar? I am running 12.04 LTS just for reference and have a Belkin G wireless USB device. If anyone knows a possible procedure I can find out about the chipset etc. if needed. I understand there may be hardware limitations.

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  • Skip the first RenderTarget when writing to MRT with Opaque blending

    - by cubrman
    I am writing to three rendertargets and whant to know how to tell a GPU not to write to the first RT. When you write a shader you can simply output less data than you have RTs (like output a single float4 when writing to three RTs) and only the first RTs will be affected, but you cannot specify to output this data anywhere else but to COLOR0, then 1, etc. Is there a way to write to several RTs but skip the first target? If I output zeroes, the data in the target will become zeroes, but I need it to remain untuched in the first target and only change in the specified ones. The reason I need this is to prevent data loss when calling SetRendertarget() with DiscardContents RTs. I write to all the RTs at one point and I need to write to only the specified ones afterwards. It must be the first texture as I have a depth buffer linked to it (XNA 4.0). Thanks.

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  • circle - rectangle collision in 2D, most efficient way

    - by john smith
    Suppose I have a circle intersecting a rectangle, what is ideally the least cpu intensive way between the two? method A calculate rectangle boundaries loop through all points of the circle and, for each of those, check if inside the rect. method B calculate rectangle boundaries check where the center of the circle is, compared to the rectangle make 9 switch/case statements for the following positions: top, bottom, left, right top left, top right, bottom left, bottom right inside rectangle check only one distance using the circle's radius depending on where the circle happens t be. I know there are other ways that are definitely better than these two, and if could point me a link to them, would be great but, exactly between those two, which one would you consider to be better, regarding both performance and quality/precision? Thanks in advance.

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  • Add Widget via Action in Toolbar

    - by Geertjan
    The question of the day comes from Vadim, who asks on the NetBeans Platform mailing list: "Looking for example showing how to add Widget to Scene, e.g. by toolbar button click." Well, the solution is very similar to this blog entry, where you see a solution provided by Jesse Glick for VisiTrend in Boston: https://blogs.oracle.com/geertjan/entry/zoom_capability Other relevant articles to read are as follows: http://netbeans.dzone.com/news/which-netbeans-platform-action http://netbeans.dzone.com/how-to-make-context-sensitive-actions Let's go through it step by step, with this result in the end, a solution involving 4 classes split (optionally, since a central feature of the NetBeans Platform is modularity) across multiple modules: The Customer object has a "name" String and the Droppable capability has a method "doDrop" which takes a Customer object: public interface Droppable {    void doDrop(Customer c);} In the TopComponent, we use "TopComponent.associateLookup" to publish an instance of "Droppable", which creates a new LabelWidget and adds it to the Scene in the TopComponent. Here's the TopComponent constructor: public CustomerCanvasTopComponent() {    initComponents();    setName(Bundle.CTL_CustomerCanvasTopComponent());    setToolTipText(Bundle.HINT_CustomerCanvasTopComponent());    final Scene scene = new Scene();    final LayerWidget layerWidget = new LayerWidget(scene);    Droppable d = new Droppable(){        @Override        public void doDrop(Customer c) {            LabelWidget customerWidget = new LabelWidget(scene, c.getTitle());            customerWidget.getActions().addAction(ActionFactory.createMoveAction());            layerWidget.addChild(customerWidget);            scene.validate();        }    };    scene.addChild(layerWidget);    jScrollPane1.setViewportView(scene.createView());    associateLookup(Lookups.singleton(d));} The Action is displayed in the toolbar and is enabled only if a Droppable is currently in the Lookup: @ActionID(        category = "Tools",        id = "org.customer.controler.AddCustomerAction")@ActionRegistration(        iconBase = "org/customer/controler/icon.png",        displayName = "#AddCustomerAction")@ActionReferences({    @ActionReference(path = "Toolbars/File", position = 300)})@NbBundle.Messages("AddCustomerAction=Add Customer")public final class AddCustomerAction implements ActionListener {    private final Droppable context;    public AddCustomerAction(Droppable droppable) {        this.context = droppable;    }    @Override    public void actionPerformed(ActionEvent ev) {        NotifyDescriptor.InputLine inputLine = new NotifyDescriptor.InputLine("Name:", "Data Entry");        Object result = DialogDisplayer.getDefault().notify(inputLine);        if (result == NotifyDescriptor.OK_OPTION) {            Customer customer = new Customer(inputLine.getInputText());            context.doDrop(customer);        }    }} Therefore, when the Properties window, for example, is selected, the Action will be disabled. (See the Zoomable example referred to in the link above for another example of this.) As you can see above, when the Action is invoked, a Droppable must be available (otherwise the Action would not have been enabled). The Droppable is obtained in the Action and a new Customer object is passed to its "doDrop" method. The above in pictures, take note of the enablement of the toolbar button with the red dot, on the extreme left of the toolbar in the screenshots below: The above shows the JButton is only enabled if the relevant TopComponent is active and, when the Action is invoked, the user can enter a name, after which a new LabelWidget is created in the Scene. The source code of the above is here: http://java.net/projects/nb-api-samples/sources/api-samples/show/versions/7.3/misc/WidgetCreationFromAction Note: Showing this as an MVC example is slightly misleading because, depending on which model object ("Customer" and "Droppable") you're looking at, the V and the C are different. From the point of view of "Customer", the TopComponent is the View, while the Action is the Controler, since it determines when the M is displayed. However, from the point of view of "Droppable", the TopComponent is the Controler, since it determines when the Action, i.e., which is in this case the View, displays the presence of the M.

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  • What's the location of a personal 'gtkrc' file in Ubuntu 12.04?

    - by Kevin Perez
    Good day everyone! I am currently writting a software that makes easy to change default cursor theme with a few clicks. At this point it works well, but applications like Firefox or Lazarus IDE remain with the DMZ-White cursor, everything else is ok. I noticed that when I change the default cursor using my software, and later change the 'personalized' cursor theme using Ubuntu Tweak, it does the job, and the new theme is now applied everywhere. So, what file is need to modify in order to change 'personal' cursor theme? If my software can do this, that would be great! I found that 'gtkrc' is a file where settings of GTK+ are stored. I searched in my home folder but I can't find yet. Can you help me with this, noble people of Ubuntu? :)

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  • Multiple Monitors using nvidia-prime or bumblebee on Ubuntu 13.10

    - by user205626
    I've been unable to get multiple monitors to work with Ubuntu 13.10 using nvidia-prime or bumblebee. Could someone point me in the right direction? With nvidia-prime, I've tried the xorg.conf here http://us.download.nvidia.com/XFree86/Linux-x86/319.12/README/randr14.html, but I boot into "low graphics" mode and have to revert to get a desktop back. Any suggestions would be appreciated. Thanks. Edit: I've given up on nvidia-prime; I missed the fact that it never turns off the discrete card... So, I'm back to trying to get VIRTUAL displays working with Bumblebee.

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  • Some files not copied when moving an encrypted home to a different partition

    - by Jon Herrin
    I have "successfully" moved my encrypted home to a separate partition using the instructions here: How can i move an encrypted home directory to another partition? However, some files are not being copied over. Most notably, I have a directory in my old home that contains the themes I use. This directory and it's contents are not copied over to the new home and therefore I come up with the default theme. Permissions on the directory that was not moved are identical to the other directories in home. Another discrepancy is that my Dropbox folder came over empty and had to resync itself. My concern is what else might be missing from the copied home. At this point, I've flipped back to the old home by re-editing /etc/fstab, but I'd really like to get /home cleanly and completely off of root without having to core the system.

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  • Automatically zoom out the camera to show all players (XNA)

    - by user36159
    I am building a game in XNA that takes place in a rectangular arena. The game is multiplayer and each player may go where they like within the arena. The camera is a persepective camera that looks directly downwards. The camera should be automatically repositioned based on the game state. Currently, the xy position is a weighted sum of the xy positions of important entities. I would like the camera's z position to be calculated from the xy coordinates so that it zooms out to the point where all important entities are visible. My current approach is to: hw = the greatest x distance from the camera to an important entity hh = the greatest y distance from the camera to an important entity Calculate z = max(hw / tan(FoVx), hh / tan(FoVy)) My code seems to almost work as it should, but the resulting z values are always too low by a factor of about 4. Any ideas?

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  • Keeping rotation between two objects

    - by user99
    In my XNA game I have two objects that collide. When the first object collides with the other it is able to latch on to it and move it about the world. I am having a problem with the math here (Math isn't my strong point). I currently have the second object latch on to the first and move around with it, but I cannot get it to keep it's original direction. So, if the object is facing up it should keep this direction relative to how it is being rotated with the original item. Any tips on how I could best to achieve this?

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  • Ubuntu One API Java - how to use REST and AccessToken?

    - by Michael
    I am writing a java app in eclipse that backups data to several consumer-cloud-services encrypted and redundant. So far, I successfully implemented the authentication process, as it is described in the documentation. At this point, I do not know how to proceed. The next step would be implementing the auth with the stored AccessToken and afterwars implementing upload/download/listing functionality through the REST API. I think I have to store the String oauth.getSerialized(). How do I authenticate with this String afterwards? This does not work e.g.: AuthenticateResponse oauth = api.authenticate(serialized); api.setAuthorizer(new OAuthAuthorizer(oauth)); Can someone tell me please, how I can use the REST API with java? There is no explanation or link in the developers area as far as I saw. And btw, I wasted at least one hour trying to fix errors, because some needed libraries are listet after the example code. :/

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  • Commenting Code AS3 - Not being an API

    - by Marcelo Noronha
    How should I comment a method? What are the best practices on commenting code? Example: /* Checks if a color is allowed in a given point * of the bitmapdata of the current floor * @param value - color to be checked * @return boolean - if color is allowed returns true, else, return false */ private function isAllowed(value:uint):Boolean { //code... } Is that the best way to comment a method? I´ve heard there´s the use of the tag @see. What should be on this tag? I wonder if it could be something that has a relation to the method, is that right? Thanks.

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  • Is it bad practice to pass instances through several layers?

    - by Puckl
    In my program design, I often come to the point where I have to pass object instances through several classes. For example, if I have a controller that loads an audio file, and then passes it to a player, and the player passes it to the playerRunnable, which passes it again somewhere else etc. It looks kind of bad, but I don´t know how to avoid it. Or is it OK to do this? EDIT: Maybe the player example is not the best because I could load the file later, but in other cases that does not work.

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  • Intel obligé de rappeler ses puces Sandy Bridge, à cause d'un problème de port SATA

    Intel obligé de rappeler ses puces Sandy Bridge à cause d'un problème de port SATA, il pourrait lui en coûter 1 milliard de dollars Mise à jour du 01.02.2011 par Katleen Parfois, une petite erreur peut chambouler de grandes choses. C'est ce qui est en train d'arriver à Intel, avec ces processeurs Sandy Bridge. La compagnie se voit en effet contrainte de les rappeler, ce qui risque de perturber le travail des constructeurs de PCs. En effet, les puces de la gamme Series 6 (qui sont incorporées dans tous les systèmes Sandy Bridge) ont un problème avec leur port SATA (Cougar Point) : il risque de "se dégrader avec le temps", ce qui pourrait avoir un impact sur les performances ou la fo...

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