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  • How to handle animations?

    - by Bane
    I am coding a simple 2D engine to be used with HTML5. I already have classes such as Picture, Scene, Camera and Renderer, but now I need to work on Animations. Picture is basocally a wrapper for a normal image object, with it's own draw method, but this is unrelated, I'm interested in how animation in 2D games is usually done. What I planned to do, is to have the Animation class as well act like a wrapper for a few image objects, and then have methods such as getCurrentImage, next and animate (which would use intervals to quickly change the current image). I meant to feed the animation a couple of PNG's at inicialisation. Is quickly swapping PNG images acceptable for 2D animation? Are there some standard ways of doing this, or are there flaws in my ways?

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  • How does a collision engine work?

    - by JXPheonix
    Original question: Click me How exactly does a collision engine work? This is an extremely broad question. What code keeps things bouncing against each other, what code makes the player walk into a wall instead of walk through the wall? How does the code constantly refresh the players position and objects position to keep gravity and collision working as it should? If you don't know what a collision engine is, basically it's generally used in platform games to make the player acutally hit walls and the like. There's the 2D type and the 3D type, but they all accomplish the same thing: collision. So, what keeps a collision engine ticking?

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  • The practical cost of swapping effects

    - by sebf
    Hello, I use XNA for my projects and on those forums I sometimes see references to the fact that swapping an effect for a mesh has a relatively high cost, which surprises me as I thought to swap an effect was simply a case of copying the replacement shader program to the GPU along with appropriate parameters. I wondered if someone could explain exactly what is costly about this process? And put, if possible, 'relatively' into context? For example say I wanted to use a short shader to help with picking, I would: Change the effect on every object, calculting a unique color to identify it and providing it to the shader. Draw all the objects to a render target in memory. Get the color from the target and use it to look up the selected object. What portion of the total time taken to complete that process would be spent swapping the shaders? My instincts would say that rendering the scene again, no matter how simple the shader, would be an order of magnitude slower than any other part of the process so why all the concern over effects?

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  • Should I just always Convert.ToInt32 my integers to account for potential nullable integers?

    - by Rowan Freeman
    If my MSSQL database contains a data type that is NULL (i.e. null is allowed) then ORMs, such as EntityFramework in my case, create .NET objects that are nullable. This is great, and the way I use nullables is like this: C# int? someInt = 5; int newInt = someInt.Value; // woot VB.NET Dim someInt As Integer? Dim newInt As Integer = someInt.Value ' hooray However, recently I had to make a change to the database to make an Id field no longer NULL (nullable). This means that .Value is now broken. This is a nuisance if the Id property is used a lot. One solution that I thought of is to just use Convert.ToInt32 on Id fields so it doesn't matter if an int is nullable or not. C# int newInt = Convert.ToInt32(someInt); // always compiles VB.NET Dim newInt As Integer = Convert.ToInt32(someInt) ' always compiles Is this a bad approach and are there any alternatives?

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  • How do we know to favour composition over generalisation is always the right choice?

    - by Carnotaurus
    Whether an object physically exists or not, we can choose to model it in different ways. We could arbitarily use generalisation or composition in many cases. However, the GoF principle of "favour composition over generalisation [sic]" guides us to use composition. So, when we model, for example, a line then we create a class that contains two members PointA and PointB of the type Point (composition) instead of extending Point (generalisation). This is just a simplified example of how we can arbitarily choose composition or inheritance to model, despite that objects are usually much more complex. How do we know that this is the right choice? It matters at least because there could be a ton of refactoring to do if it is wrong?

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  • How to Inspect Javascript Object

    - by Madhan ayyasamy
    You can inspect any JavaScript objects and list them as indented, ordered by levels.It shows you type and property name. If an object property can't be accessed, an error message will be shown.Here the snippets for inspect javascript object.function inspect(obj, maxLevels, level){  var str = '', type, msg;    // Start Input Validations    // Don't touch, we start iterating at level zero    if(level == null)  level = 0;    // At least you want to show the first level    if(maxLevels == null) maxLevels = 1;    if(maxLevels < 1)             return '<font color="red">Error: Levels number must be > 0</font>';    // We start with a non null object    if(obj == null)    return '<font color="red">Error: Object <b>NULL</b></font>';    // End Input Validations    // Each Iteration must be indented    str += '<ul>';    // Start iterations for all objects in obj    for(property in obj)    {      try      {          // Show "property" and "type property"          type =  typeof(obj[property]);          str += '<li>(' + type + ') ' + property +                  ( (obj[property]==null)?(': <b>null</b>'):('')) + '</li>';          // We keep iterating if this property is an Object, non null          // and we are inside the required number of levels          if((type == 'object') && (obj[property] != null) && (level+1 < maxLevels))          str += inspect(obj[property], maxLevels, level+1);      }      catch(err)      {        // Is there some properties in obj we can't access? Print it red.        if(typeof(err) == 'string') msg = err;        else if(err.message)        msg = err.message;        else if(err.description)    msg = err.description;        else                        msg = 'Unknown';        str += '<li><font color="red">(Error) ' + property + ': ' + msg +'</font></li>';      }    }      // Close indent      str += '</ul>';    return str;}Method Call:function inspect(obj [, maxLevels [, level]]) Input Vars * obj: Object to inspect * maxLevels: Optional. Number of levels you will inspect inside the object. Default MaxLevels=1 * level: RESERVED for internal use of the functionReturn ValueHTML formatted string containing all values of inspected object obj.

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  • How do you navigate and refactor code written in a dynamic language?

    - by Philippe Beaudoin
    I love that writing Python, Ruby or Javascript requires so little boilerplate. I love simple functional constructs. I love the clean and simple syntax. However, there are three things I'm really bad at when developing a large software in a dynamic language: Navigating the code Identifying the interfaces of the objects I'm using Refactoring efficiently I have been trying simple editors (i.e. Vim) as well as IDE (Eclipse + PyDev) but in both cases I feel like I have to commit a lot more to memory and/or to constantly "grep" and read through the code to identify the interfaces. As for refactoring, for example changing method names, it becomes hugely dependent on the quality of my unit tests. And if I try to isolate my unit tests by "cutting them off" the rest of the application, then there is no guarantee that my stub's interface stays up to date with the object I'm stubbing. I'm sure there are workarounds for these problems. How do you work efficiently in Python, Ruby or Javascript?

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  • What are the basic skills a BEGINNING JavaScript programmer should have?

    - by Sanford
    In NYC, we are working on creating a collaborative community programming environment and trying to segment out software engineers into differing buckets. At present, we are trying to define: Beginners Intermediates Advanced Experts (and/or Masters) Similar to an apprenticeship, you would need to demonstrate specific skills to achieve different levels. Right now, we have identified Beginner programming skills as: Object - method, attributes, inheritance Variable - math, string, array, boolean - all are objects Basic arithmetic functions - precedence of functions String manipulation Looping - flow control Conditionals - boolean algebra This is a first attempt, and it is a challenge since we know the natural tension between programming and software engineering. How would you create such a skills-based ranking for JavaScript in this manner? For example, what would be the Beginner Javascript skills that you would need to have to advance to the Intermediate Training? And so on.

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  • HTG Explains: Should You Buy Extended Warranties?

    - by Chris Hoffman
    Buy something at an electronics store and you’ll be confronted by a pushy salesperson who insists you need an extended warranty. You’ll also see extended warranties pushed hard when shopping online. But are they worth it? There’s a reason stores push extended warranties so hard. They’re almost always pure profit for the store involved. An electronics store may live on razor-thin product margins and make big profits on extended warranties and overpriced HDMI cables. You’re Already Getting Multiple Warranties First, back up. The product you’re buying already includes a warranty. In fact, you’re probably getting several different types of warranties. Store Return and Exchange: Most electronics stores allow you to return a malfunctioning product within the first 15 or 30 days and they’ll provide you with a new one. The exact period of time will vary from store to store. If you walk out of the store with a defective product and have to swap it for a new one within the first few weeks, this should be easy. Manufacturer Warranty: A device’s manufacturer — whether the device is a laptop, a television, or a graphics card — offers their own warranty period. The manufacturer warranty covers you after the store refuses to take the product back and exchange it. The length of this warranty depends on the type of product. For example, a cheap laptop may only offer a one-year manufacturer warranty, while a more expensive laptop may offer a two-year warranty. Credit Card Warranty Extension: Many credit cards offer free extended warranties on products you buy with that credit card. Credit card companies will often give you an additional year of warranty. For example, if you buy a laptop with a two year warranty and it fails in the third year, you could then contact your credit card company and they’d cover the cost of fixing or replacing it. Check your credit card’s benefits and fine print for more information. Why Extended Warranties Are Bad You’re already getting a fairly long warranty period, especially if you have a credit card that offers you a free extended warranty — these are fairly common. If the product you get is a “lemon” and has a manufacturing error, it will likely fail pretty soon — well within your warranty period. The extended warranty matters after all your other warranties are exhausted. In the case of a laptop with a two-year warranty that you purchase with a credit card giving you a one-year warranty extension, your extended warranty will kick in three years after you purchase the laptop. In that many years, your current laptop will likely feel pretty old and laptops that are as good — or better — will likely be pretty cheap. If it’s a television, better television displays will be available at a lower price point. You’ll either want to upgrade to a newer model or you’ll be able to buy a new, just-as-good product for very cheap. You’ll only have to pay out-of-pocket if your device fails after the normal warranty period — in over two or three years for typical laptops purchased with a decent credit card. Save the money you would have spent on the warranty and put it towards a future upgrade. How Much Do Extended Warranties Cost? Let’s look at an example from a typical pushy retail outlet, Best Buy. We went to Best Buy’s website and found a pretty standard $600 Samsung laptop. This laptop comes with a one-year warranty period. If purchased with a fairly common credit card, you can easily get a two-year warranty period on this laptop without spending an additional penny. (Yes, such credit cards are available with no yearly fees.) During the check-out process, Best Buy tries to sell you a Geek Squad “Accidental Protection Plan.” To get an additional year of Best Buy’s extended warranty, you’d have to pay $324.98 for a “3-Year Accidental Protection Plan”. You’d basically be paying more than half the price of your laptop for an additional year of warranty — remember, the standard warranties would cover you anyway for the first two years. If this laptop did break sometime between two and three years from now, we wouldn’t be surprised if you could purchase a comparable laptop for about $325 anyway. And, if you don’t need to replace it, you’ve saved that money. Best Buy would object that this isn’t a standard extended warranty. It’s a supercharged warranty plan that will also provide coverage if you spill something on your laptop or drop it and break it. You just have to ask yourself a question. What are the odds that you’ll drop your laptop or spill something on it? They’re probably pretty low if you’re a typical human being. Is it worth spending more than half the price of the laptop just in case you’ll make an uncommon mistake? Probably not. There may be occasional exceptions to this — some Apple users swear by Apple’s AppleCare, for example — but you should generally avoid buying these things. There’s a reason stores are so pushy about extended warranties, and it’s not because they want to help protect you. It’s because they’re making lots of profit from these plans, and they’re making so much profit because they’re not a good deal for customers. Image Credit: Philip Taylor on Flickr     

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  • Enchanted Swing in the Forest Wallpaper

    - by Asian Angel
    Magic [DesktopNexus] Latest Features How-To Geek ETC How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions How to Enable User-Specific Wireless Networks in Windows 7 How to Use Google Chrome as Your Default PDF Reader (the Easy Way) How To Remove People and Objects From Photographs In Photoshop Ask How-To Geek: How Can I Monitor My Bandwidth Usage? Internet Explorer 9 RC Now Available: Here’s the Most Interesting New Stuff Never Call Me at Work [Humorous Star Wars Video] Add an Image Properties Listing to the Context Menu in Chrome and Iron Add an Easy to View Notification Badge to Tabs in Firefox SpellBook Parks Bookmarklets in Chrome’s Context Menu Drag2Up Brings Multi-Source Drag and Drop Uploading to Firefox Enchanted Swing in the Forest Wallpaper

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  • What use is a Business Logic Layer (BLL)?

    - by Andrew S. Arnold
    In reading up on good practice for database applications I've frequently come across advocates of so-called "business logic layers" and I'm trying to decide if it's best for my project to use one (it's a small personal project). My issue lies in the fact that I can't think of anything for the BLL to do that the DAL can't already handle (executing queries and mapping results to objects), so my BLL just calls the DAL without doing anything itself. Maybe I'm wrong about exactly what the DAL should be doing too. But regardless, what sorts of functionality should be expected of a BLL in a database management application?

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  • Data Binding to Attached Properties

    - by Chris Gardner
    Originally posted on: http://geekswithblogs.net/freestylecoding/archive/2013/06/14/data-binding-to-attached-properties.aspx When I was working on my C#/XAML game framework, I discovered I wanted to try to data bind my sprites to background objects. That way, I could update my objects and the draw functionality would take care of the work for me. After a little experimenting and web searching, it appeared this concept was an impossible dream. Of course, when has that ever stopped me? In my typical way, I started to massively dive down the rabbit hole. I created a sprite on a canvas, and I bound it to a background object. <Canvas Name="GameField" Background="Black"> <Image Name="PlayerStrite" Source="Assets/Ship.png" Width="50" Height="50" Canvas.Left="{Binding X}" Canvas.Top="{Binding Y}"/> </Canvas> Now, we wire the UI item to the background item. public MainPage() { this.InitializeComponent(); this.Loaded += StartGame; }   void StartGame( object sender, RoutedEventArgs e ) { BindingPlayer _Player = new BindingPlayer(); _Player.X = Window.Current.Bounds.Height - PlayerSprite.Height; _Player.X = ( Window.Current.Bounds.Width - PlayerSprite.Width ) / 2.0; } Of course, now we need to actually have our background object. public class BindingPlayer : INotifyPropertyChanged { private double m_X; public double X { get { return m_X; } set { m_X = value; NotifyPropertyChanged(); } }   private double m_Y; public double Y { get { return m_Y; } set { m_Y = value; NotifyPropertyChanged(); } }   public event PropertyChangedEventHandler PropertyChanged; protected void NotifyPropertyChanged( [CallerMemberName] string p_PropertyName = null ) { if( PropertyChanged != null ) PropertyChanged( this, new PropertyChangedEventArgs( p_PropertyName ) ); } } I fired this baby up, and my sprite was correctly positioned on the screen. Maybe the sky wasn't falling after all. Wouldn't it be great if that was the case? I created some code to allow me to move the sprite, but nothing happened. This seems odd. So, I start debugging the application and stepping through code. Everything appears to be working. Time to dig a little deeper. After much profanity was spewed, I stumbled upon a breakthrough. The code only looked like it was working. What was really happening is that there was an exception being thrown in the background thread that I never saw. Apparently, the key call was the one to PropertyChanged. If PropertyChanged is not called on the UI thread, the UI thread ignores the call. Actually, it throws an exception and the background thread silently crashes. Of course, you'll never see this unless you're looking REALLY carefully. This seemed to be a simple problem. I just need to marshal this to the UI thread. Unfortunately, this object has no knowledge of this mythical UI Thread in which we speak. So, I had to pull the UI Thread out of thin air. Let's change our PropertyChanged call to look this. public event PropertyChangedEventHandler PropertyChanged; protected void NotifyPropertyChanged( [CallerMemberName] string p_PropertyName = null ) { if( PropertyChanged != null ) Windows.ApplicationModel.Core.CoreApplication.MainView.CoreWindow.Dispatcher.RunAsync( Windows.UI.Core.CoreDispatcherPriority.Normal, new Windows.UI.Core.DispatchedHandler( () => { PropertyChanged( this, new PropertyChangedEventArgs( p_PropertyName ) ); } ) ); } Now, we raised our notification on the UI thread. Everything is fine, people are happy, and the world moves on. You may have noticed that I didn't await my call to the dispatcher. This was intentional. If I am trying to update a slew of sprites, I don't want thread being hung while I wait my turn. Thus, I send the message and move on. It is worth nothing that this is NOT the most efficient way to do this for game programming. We'll get to that in another blog post. However, it is perfectly acceptable for a business app that is running a background task that would like to notify the UI thread of progress on a periodic basis. It is worth noting that this code was written for a Windows Store App. You can do the same thing with WP8 and WPF. The call to the marshaler changes, but it is the same idea.

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  • what's wrong with this Lua code (creating text inside listener in Corona)

    - by Greg
    If you double/triple click on the myObject here the text does NOT disappear. Why is this not working when there are multiple events being fired? That is, are there actually multiple "text" objects, with some existing but no longer having a reference to them held by the local "myText" variable? Do I have to manually removeSelf() on the local "myText" field before assigning it another "display.newText(...)"? display.setStatusBar( display.HiddenStatusBar ) local myText local function hideMyText(event) print ("hideMyText") myText.isVisible = false end local function showTextListener(event) if event.phase == "began" then print("showTextListener") myText = display.newText("Hello World!", 0, 0, native.systemFont, 30) timer.performWithDelay(1000, hideMyText, 1 ) end end -- Display object to press to show text local myObject = display.newImage( "inventory_button.png", display.contentWidth/2, display.contentHeight/2) myObject:addEventListener("touch", showTextListener) Question 2 - Also why is it the case that if I add a line BEFORE "myText = ..." of: a) "if myText then myText:removeSelf() end" = THIS FIXES THINGS, whereas b) "if myText then myText=nil end" = DOES NOT FIX THINGS Interested in hearing how Lua works here re the answer...

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  • Data-tier Applications in SQL Server 2008 R2

    - by BuckWoody
    I had the privilege of presenting to the Adelaide SQL Server User Group in Australia last evening, and I covered the Data Access Component (DAC) and the Utility Control Point (UCP) from SQL Server 2008 R2. Here are some links from that presentation:   Whitepaper: http://msdn.microsoft.com/en-us/library/ff381683.aspx Tutorials: http://msdn.microsoft.com/en-us/library/ee210554(SQL.105).aspx From Visual Studio: http://msdn.microsoft.com/en-us/library/dd193245(VS.100).aspx Restrictions and capabilities by Edition: http://msdn.microsoft.com/en-us/library/cc645993(SQL.105).aspx    Glen Berry's Blog entry on scripts for UCP/DAC: http://www.sqlservercentral.com/blogs/glennberry/archive/2010/05/19/sql-server-utility-script-from-24-hours-of-pass.aspx    Objects supported by a DAC: http://msdn.microsoft.com/en-us/library/ee210549(SQL.105).aspx   Share this post: email it! | bookmark it! | digg it! | reddit! | kick it! | live it!

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  • Pattern for performing game actions

    - by Arkiliknam
    Is there a generally accepted pattern for performing various actions within a game? A way a player can perform actions and also that an AI might perform actions, such as move, attack, self-destruct, etc. I currently have an abstract BaseAction which uses .NET generics to specify the different objects that get returned by the various actions. This is all implemented in a pattern similar to the Command, where each action is responsible for itself and does all that it needs. My reasoning for being abstract is so that I may have a single ActionHandler, and AI can just queue up different action implementing the baseAction. And the reason it is generic is so that the different actions can return result information relevant to the action (as different actions can have totally different outcomes in the game), along with some common beforeAction and afterAction implementations. So... is there a more accepted way of doing this, or does this sound alright?

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  • Oracle Communications Calendar Server: Upgrading to Version 7 Update 3

    - by joesciallo
    It's been some time since I have posted an entry. Now, with the release of Oracle Communications Calendar Server 7 Update 3, it seems high time to jump start this blog again. To begin with, check out what's new in this release: Authenticating Against an External Directory Booking Window for Calendars Changes to the davadmin Command Enable and Disable Account Autocreation LDAP Pools New Configuration Parameters New Languages New populate-davuniqueid Utility New Schema Objects Non-active Calendar Accounts Are No Longer Searched or Fetched Remote Document Store Authentication The upgrade is a bit more complicated than normal, as you must first apply some new schema elements to your Directory Server(s). To do so, you need to get the comm_dssetup 6.4 patch, patch the comm_dssetup script, and then run the patched comm_dssetup against your Directory Server(s) instances. In addition, if you are using the nsUniqueId attribute as your deployment's unique identifier, you'll want to change that to the new davUniqueId attribute. Consult the Upgrade Procedure for details, as well as DaBrain's blog, before forging ahead with this upgrade. Additional quick links: Problems Fixed in This Release Known Issues Calendar Server Unique Identifier Changes to the davadmin command Get the Calendar Server patch Get the comm_dssetup patch

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  • Implementing invisible bones

    - by DeadMG
    I suddenly have the feeling that I have absolutely no idea how to implement invisible objects/bones. Right now, I use hardware instancing to store the world matrix of every bone in a vertex buffer, and then send them all to the pipeline. But when dealing with frustrum culling, or having them set to invisible by my simulation for other reasons, means that some of them will be randomly invisible. Does this mean I effectively need to re-fill the buffer from scratch every frame with only the visible unit's matrices? This seems to me like it would involve a lot of wasted bandwidth.

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  • Diagramming software with API allowing high customisation of shapes and actions

    - by jenson-button-event
    I am after something like Visio or Lucid. A relatively simple charting/diagramming tool, to build tree-like structures from (my) pre-defined nodes (squares), but with a powerful API. Requirements: limit the type of objects allowed to be dropped on the diagram validate a model (e.g. node of type A must precede node of type B; must enter node Title) export a model import a model Our domain is very specific, and its a tool we'd want to offer to some of our power users. The $500 Visio licence isn't really within the business model. I'll put no constraints on framework or deployment (web or desktop) - is there anything out there?

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  • What happened this type of naming convention?

    - by Smith
    I have read so many docs about naming conventions, most recommending both Pascal and Camel naming conventions. Well, I agree to this, its ok. This might not be pleasing to some, but I am just trying to get you opinion why you name you objects and classes in a certain way. What happened to this type of naming conventions, or why are they bad? I want to name a struct, and i prefix it with struct. My reason, so that in IntelliSense, I see all the struct in one place, and anywhere I see the struct prefix, I know it's a struct: structPerson structPosition anothe example is the enum, although I may not prefix it with "enum", but maybe with "enm": enmFruits enmSex again my reason is so that in IntelliSense, I see all my enums in one place. Because, .NET has so many built in data structures, I think this helps me do less searching. Please I used .NET in this example, but I welcome language agnostic answers.

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  • Document Link about Database Features on Exadata

    - by Bandari Huang
    DBFS on Exadata Exadata MAA Best Practices Series - Using DBFS on Exadata  (Internal Only) Oracle® DatabaseSecureFiles and Large Objects Developer's Guide 11g Release 2 (11.2) E18294-01 Configuring a Database for DBFS on Oracle Database Machine [ID 1191144.1] Configuring DBFS on Oracle Database Machine [ID 1054431.1] Oracle Sun Database Machine Setup/Configuration Best Practices [ID 1274318.1] - Verify DBFS Instance Database Initialization Parameters    DBRM on Exadata Exadata MAA Best Practices Series - Benefits and use cases with Resource Manager, Instance Caging, IORM  (Internal Only) Oracle® Database Administrator's Guide 11g Release 2 (11.2) E25494-02    

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  • What alternatives exist of how an agent can follow the path calculated by a path-finding algorithm?

    - by momboco
    What alternatives exist of how an agent can follow the path calculated by a path-finding algorithm? I've seen that the most easy form is go to one point and when the agent has reached this point, discard it and go to the next point. I think that this approach has problems when the game has physics with dynamic objects that can block the travel between point A and point B, then the agent is taken from his original trayectory and sometimes go to the last destiny point is not the most natural behavior. In the literature always I have read that the path is only a suggestion of where the agent has to go, but I don't know how this suggested path must be followed. Thanks.

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  • Recordings Available - Features & Functions Forms Module

    - by MHundal
    ETPM provides robust Forms functionality that allows implementations to configure Registration & Tax Forms, configure Form Rules and process the Forms.  The Forms Definition allows for defining the Form Sections and Form Lines.  The Forms Generator uses the Forms Definition details to create the necessary Business Objects, Application Security and User Interfaces to allow interaction with the Forms.  Form Rules are used for validation of the Form Line details and creating entities in the system (creating taxpayers, accounts, financial transactions, etc...). The following recordings provide an overview of the Forms Definition Process, Form Rules and other important concepts part of the Forms Module. Forms Module Overview:  https://oracletalk.webex.com/oracletalk/ldr.php?AT=pb&SP=MC&rID=66851417&rKey=7de22df4978e7974 Forms Configuration Overview:  https://oracletalk.webex.com/oracletalk/ldr.php?AT=pb&SP=MC&rID=66964342&rKey=ea564cfd701bb32d Form Rules Overview:  https://oracletalk.webex.com/oracletalk/ldr.php?AT=pb&SP=MC&rID=66966652&rKey=2e02c1e28e058d70  

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  • Windows 7 Service Pack 1 is Released: But Should You Install It?

    - by The Geek
    Microsoft has just released the final version of Service Pack 1 for Windows 7, but should you drop everything and go through the process of installing it? Where can you get it? We’ve got the answers for you. If you’ve never installed a service pack before, it’s just a big collection of fixes and changes for your operating system, bundled into a big fat download to make it more convenient if you reinstall—if you’ve kept Windows updated, it should have most of the fixes already installed through Windows Update Latest Features How-To Geek ETC How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions How to Enable User-Specific Wireless Networks in Windows 7 How to Use Google Chrome as Your Default PDF Reader (the Easy Way) How To Remove People and Objects From Photographs In Photoshop Ask How-To Geek: How Can I Monitor My Bandwidth Usage? Internet Explorer 9 RC Now Available: Here’s the Most Interesting New Stuff Never Call Me at Work [Humorous Star Wars Video] Add an Image Properties Listing to the Context Menu in Chrome and Iron Add an Easy to View Notification Badge to Tabs in Firefox SpellBook Parks Bookmarklets in Chrome’s Context Menu Drag2Up Brings Multi-Source Drag and Drop Uploading to Firefox Enchanted Swing in the Forest Wallpaper

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  • What is the need of Odata when I have JSON ?

    - by punkouter
    I am trying to understand the point of Odata and when it would make sense. Right now how I work is I use ASP.NET and MVC/WebApi controller to serialize/deserialize objects into JSON and have javascript do something with it. From what I can tell the benefit of OData is being able to query directly from the URL ... But since I am writing the client and server code there is no need for that. Would anyone ever parse the results of a ODaya query in javascript?? Maybe OData is more about providing a generic endpoint for ALL clients to get detailed information from a query that JSON does not provide ? So if I was a provider of data then I suppose that is what odata is for ? Help me understand the purpose and use of REST/JSON/ODATA.

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  • vector collision on polygon in 3d space detection/testing?

    - by LRFLEW
    In the 3d fps in java I'm working on, I need a bullet to be fired and to tell if it hit someone. All visual objects in the game are defined through OpenGL, so the object it can be colliding with can be any drawable polygon (although they will most likely be triangles and rectangles anyways). The bullet is not an object, but will be treated as a vector that instantaneously moves all the way across the map (like the snipper riffle in Halo). What's the best way to detect/test collisions with the polygon and the vector. I have access to OpenCL, however I have absolutely no experience with it. I am very early in the developmental stage, so if you think there's a better way of going about this, feel free to tell me (I barley have a player model to collide with anyways, so I'm flexible with it). Thanks

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