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  • Code Reuse is (Damn) Hard

    - by James Michael Hare
    Being a development team lead, the task of interviewing new candidates was part of my job.  Like any typical interview, we started with some easy questions to get them warmed up and help calm their nerves before hitting the hard stuff. One of those easier questions was almost always: “Name some benefits of object-oriented development.”  Nearly every time, the candidate would chime in with a plethora of canned answers which typically included: “it helps ease code reuse.”  Of course, this is a gross oversimplification.  Tools only ease reuse, its developers that ultimately can cause code to be reusable or not, regardless of the language or methodology. But it did get me thinking…  we always used to say that as part of our mantra as to why Object-Oriented Programming was so great.  With polymorphism, inheritance, encapsulation, etc. we in essence set up the concepts to help facilitate reuse as much as possible.  And yes, as a developer now of many years, I unquestionably held that belief for ages before it really struck me how my views on reuse have jaded over the years.  In fact, in many ways Agile rightly eschews reuse as taking a backseat to developing what's needed for the here and now.  It used to be I was in complete opposition to that view, but more and more I've come to see the logic in it.  Too many times I've seen developers (myself included) get lost in design paralysis trying to come up with the perfect abstraction that would stand all time.  Nearly without fail, all of these pieces of code become obsolete in a matter of months or years. It’s not that I don’t like reuse – it’s just that reuse is hard.  In fact, reuse is DAMN hard.  Many times it is just a distraction that eats up architect and developer time, and worse yet can be counter-productive and force wrong decisions.  Now don’t get me wrong, I love the idea of reusable code when it makes sense.  These are in the few cases where you are designing something that is inherently reusable.  The problem is, most business-class code is inherently unfit for reuse! Furthermore, the code that is reusable will often fail to be reused if you don’t have the proper framework in place for effective reuse that includes standardized versioning, building, releasing, and documenting the components.  That should always be standard across the board when promoting reusable code.  All of this is hard, and it should only be done when you have code that is truly reusable or you will be exerting a large amount of development effort for very little bang for your buck. But my goal here is not to get into how to reuse (that is a topic unto itself) but what should be reused.  First, let’s look at an extension method.  There’s many times where I want to kick off a thread to handle a task, then when I want to reign that thread in of course I want to do a Join on it.  But what if I only want to wait a limited amount of time and then Abort?  Well, I could of course write that logic out by hand each time, but it seemed like a great extension method: 1: public static class ThreadExtensions 2: { 3: public static bool JoinOrAbort(this Thread thread, TimeSpan timeToWait) 4: { 5: bool isJoined = false; 6:  7: if (thread != null) 8: { 9: isJoined = thread.Join(timeToWait); 10:  11: if (!isJoined) 12: { 13: thread.Abort(); 14: } 15: } 16: return isJoined; 17: } 18: } 19:  When I look at this code, I can immediately see things that jump out at me as reasons why this code is very reusable.  Some of them are standard OO principles, and some are kind-of home grown litmus tests: Single Responsibility Principle (SRP) – The only reason this extension method need change is if the Thread class itself changes (one responsibility). Stable Dependencies Principle (SDP) – This method only depends on classes that are more stable than it is (System.Threading.Thread), and in itself is very stable, hence other classes may safely depend on it. It is also not dependent on any business domain, and thus isn't subject to changes as the business itself changes. Open-Closed Principle (OCP) – This class is inherently closed to change. Small and Stable Problem Domain – This method only cares about System.Threading.Thread. All-or-None Usage – A user of a reusable class should want the functionality of that class, not parts of that functionality.  That’s not to say they most use every method, but they shouldn’t be using a method just to get half of its result. Cost of Reuse vs. Cost to Recreate – since this class is highly stable and minimally complex, we can offer it up for reuse very cheaply by promoting it as “ready-to-go” and already unit tested (important!) and available through a standard release cycle (very important!). Okay, all seems good there, now lets look at an entity and DAO.  I don’t know about you all, but there have been times I’ve been in organizations that get the grand idea that all DAOs and entities should be standardized and shared.  While this may work for small or static organizations, it’s near ludicrous for anything large or volatile. 1: namespace Shared.Entities 2: { 3: public class Account 4: { 5: public int Id { get; set; } 6:  7: public string Name { get; set; } 8:  9: public Address HomeAddress { get; set; } 10:  11: public int Age { get; set;} 12:  13: public DateTime LastUsed { get; set; } 14:  15: // etc, etc, etc... 16: } 17: } 18:  19: ... 20:  21: namespace Shared.DataAccess 22: { 23: public class AccountDao 24: { 25: public Account FindAccount(int id) 26: { 27: // dao logic to query and return account 28: } 29:  30: ... 31:  32: } 33: } Now to be fair, I’m not saying there doesn’t exist an organization where some entites may be extremely static and unchanging.  But at best such entities and DAOs will be problematic cases of reuse.  Let’s examine those same tests: Single Responsibility Principle (SRP) – The reasons to change for these classes will be strongly dependent on what the definition of the account is which can change over time and may have multiple influences depending on the number of systems an account can cover. Stable Dependencies Principle (SDP) – This method depends on the data model beneath itself which also is largely dependent on the business definition of an account which can be very inherently unstable. Open-Closed Principle (OCP) – This class is not really closed for modification.  Every time the account definition may change, you’d need to modify this class. Small and Stable Problem Domain – The definition of an account is inherently unstable and in fact may be very large.  What if you are designing a system that aggregates account information from several sources? All-or-None Usage – What if your view of the account encompasses data from 3 different sources but you only care about one of those sources or one piece of data?  Should you have to take the hit of looking up all the other data?  On the other hand, should you have ten different methods returning portions of data in chunks people tend to ask for?  Neither is really a great solution. Cost of Reuse vs. Cost to Recreate – DAOs are really trivial to rewrite, and unless your definition of an account is EXTREMELY stable, the cost to promote, support, and release a reusable account entity and DAO are usually far higher than the cost to recreate as needed. It’s no accident that my case for reuse was a utility class and my case for non-reuse was an entity/DAO.  In general, the smaller and more stable an abstraction is, the higher its level of reuse.  When I became the lead of the Shared Components Committee at my workplace, one of the original goals we looked at satisfying was to find (or create), version, release, and promote a shared library of common utility classes, frameworks, and data access objects.  Now, of course, many of you will point to nHibernate and Entity for the latter, but we were looking at larger, macro collections of data that span multiple data sources of varying types (databases, web services, etc). As we got deeper and deeper in the details of how to manage and release these items, it quickly became apparent that while the case for reuse was typically a slam dunk for utilities and frameworks, the data access objects just didn’t “smell” right.  We ended up having session after session of design meetings to try and find the right way to share these data access components. When someone asked me why it was taking so long to iron out the shared entities, my response was quite simple, “Reuse is hard...”  And that’s when I realized, that while reuse is an awesome goal and we should strive to make code maintainable, often times you end up creating far more work for yourself than necessary by trying to force code to be reusable that inherently isn’t. Think about classes the times you’ve worked in a company where in the design session people fight over the best way to implement a class to make it maximally reusable, extensible, and any other buzzwordable.  Then think about how quickly that design became obsolete.  Many times I set out to do a project and think, “yes, this is the best design, I can extend it easily!” only to find out the business requirements change COMPLETELY in such a way that the design is rendered invalid.  Code, in general, tends to rust and age over time.  As such, writing reusable code can often be difficult and many times ends up being a futile exercise and worse yet, sometimes makes the code harder to maintain because it obfuscates the design in the name of extensibility or reusability. So what do I think are reusable components? Generic Utility classes – these tend to be small classes that assist in a task and have no business context whatsoever. Implementation Abstraction Frameworks – home-grown frameworks that try to isolate changes to third party products you may be depending on (like writing a messaging abstraction layer for publishing/subscribing that is independent of whether you use JMS, MSMQ, etc). Simplification and Uniformity Frameworks – To some extent this is similar to an abstraction framework, but there may be one chosen provider but a development shop mandate to perform certain complex items in a certain way.  Or, perhaps to simplify and dumb-down a complex task for the average developer (such as implementing a particular development-shop’s method of encryption). And what are less reusable? Application and Business Layers – tend to fluctuate a lot as requirements change and new features are added, so tend to be an unstable dependency.  May be reused across applications but also very volatile. Entities and Data Access Layers – these tend to be tuned to the scope of the application, so reusing them can be hard unless the abstract is very stable. So what’s the big lesson?  Reuse is hard.  In fact it’s damn hard.  And much of the time I’m not convinced we should focus too hard on it. If you’re designing a utility or framework, then by all means design it for reuse.  But you most also really set down a good versioning, release, and documentation process to maximize your chances.  For anything else, design it to be maintainable and extendable, but don’t waste the effort on reusability for something that most likely will be obsolete in a year or two anyway.

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  • Company Review: Google Products

    Google, Inc offers an array of products and services to all of its end-users. However their search capabilities are the foundation for Google’s current success and their primary business focus. Currently, Google offers over twenty different search applications that allow users to search the internet for books, maps, videos, images, products and much more. Their product decisions have allowed users demands to be met while focusing on the free based model. This allows users to access Google data free of charge and indirectly gives Google a strong competitive advantage of other competitors along with the accuracy of the search results. According to Google, Inc, they offer the following types of searching capabilities: Alerts Get email updates on the topics of your choice Blog Search Find blogs on your favorite topics  Books Search the full text of books  Custom Search Create a customized search experience for your community  Desktop Search and personalize your computer  Dictionary Search for definitions of words and phrases Directory Search the web, organized by topic or category Earth Explore the world from your computer Finance Business info, news and interactive charts GOOG-411 Find and connect for free with businesses from your phone  Images Search for images on the web Maps View maps and directions News Search thousands of news stories Patent Search Search the full text of US Patents Product Search Search for stuff to buy Scholar Search scholarly papers Toolbar Add a search box to your browser Trends Explore past and present search trends Videos Search for videos on the web Web Search Search billions of web pages Web Search Features Find movies, music, stocks, books and more mapping Google’s free based business model is only one way it differentiates itself from its competition. There is also a strong focus on the accuracy of search results and the speed in which they are returned to the end-user. Quality function deployment (QFD) is a structured method used to help connect user needs to the design features of a project proposed to address those needs. This method is particularly useful in accounting for needs that are not easily articulated or precisely defined according to the U. S. Department of Transportation Federal Highway Administration. Due to the fact that QFD is so customer driven Google is always in a constant state of change in attempt to reengineer its search algorithms, and other dependant systems so that end-users requirements are constantly being met. Value engineering is a key example of this, Google is constantly trying to improve all aspects of its products, improve system maintainability, and system interoperability. Bridgefield Group defines value engineering as an organized methodology that identifies and selects the lowest lifecycle cost options in design, materials and processes that achieves the desired level of performance, reliability and customer satisfaction. In addition, it seeks to remove unnecessary costs in the above areas and is often a joint effort with cross-functional internal teams and relevant suppliers. Common issues that appear when developing large scale systems like Google’s search applications include modular design of a product and/or service and providing accurate value analysis. A design approach that adheres to four fundamental tenets of cohesiveness, encapsulation, self-containment, and high binding to design a system component as an independently operable unit subject to change is how the Open System Joint Task Force defines modular design. More specifically M. S. Schmaltz defines modular software design as having a large collection of statements strung together in one partition of in-line code; we segment or divide the statements into logical groups called modules. Each module performs one or two tasks, and then passes control to another module. By breaking up the code into "bite-sized chunks", so to speak, we are able to better control the flow of data and control. This is especially true in large software systems. Value analysis is a process to evaluate products and services based on effectiveness, safety, and cost. Value analysis involves assessing the quality as well as the cost of a product or service as defined by the Healthcare Financial Management Association.  “Operations Management deals with the design and management of products, processes, services and supply chains. It considers the acquisition, development, and utilization of resources that firms need to deliver the goods and services their clients want.” (MIT,2010) Google, Inc encourages an open environment between all employees, also known as Googlers. This is reinforced by a cross-section team or cross-functional teams comprised from multiple departments assigned to every project so that every department like marketing, finance, and quality assurance has input on every project. In addition, Google is known for their openness to new ideas regardless of the status or seniority of an employee. In fact, Google allows for 20% of an employee’s time can be devoted to developing new ideas and/or pet projects. HumTech.com defines a cross-functional team as a collection of people with varied levels of skills and experience brought together to accomplish a task. As the name implies, Cross-Functional Team members come from different organizational units. Cross-Functional Teams may be permanent or ad hoc. Google’s search application product strategy primarily focuses on mass customization. This is allows Google to create a base search application and allows results to be returned to the end-users quickly based on specific parameters and search settings. In addition, they also store the data that is returned in case other desire the same results based on other end-users supplying the same customized settings. This allows Google to appear to render search results in virtually real-time to the user while allowing for complete customization of the searching criteria. Greg Vogl, a professor at Uganda Martyrs University, defines mass customization as when a business gives its customers the opportunity to tailor its products or services to the customer's specifications. The IT staff at Google play a key role in ensuring that the search application’s product strategy is maintained simply because the IT staff designs, develops, and maintains all of their proprietary applications. In fact, they also maintain all network infrastructure to ensure that it is available to all end-users. References: http://www.google.com/intl/en/options/ http://ops.fhwa.dot.gov/freight/publications/ftat_user_guide/sec5.htm http://www.bridgefieldgroup.com/bridgefieldgroup/glos9.htm#V http://www.acq.osd.mil/osjtf/termsdef.html http://www.cise.ufl.edu/~mssz/Pascal-CGS2462/prog-dsn.html http://www.hfma.org/publications/business_caring_newsletter/exclusives/Supply+and+Inventory+Terms+Defined.htm http://mitsloan.mit.edu/omg/om-definition.php http://www.humtech.com/opm/grtl/ols/ols3.cfm http://www.gregvogl.net/courses/mis1/glossary.htm

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  • Waterfall Model (SDLC) vs. Prototyping Model

    The characters in the fable of the Tortoise and the Hare can easily be used to demonstrate the similarities and differences between the Waterfall and Prototyping software development models. This children fable is about a race between a consistently slow moving but steadfast turtle and an extremely fast but unreliable rabbit. After closely comparing each character’s attributes in correlation with both software development models, a trend seems to appear in that the Waterfall closely resembles the Tortoise in that Waterfall Model is typically a slow moving process that is broken up in to multiple sequential steps that must be executed in a standard linear pattern. The Tortoise can be quoted several times in the story saying “Slow and steady wins the race.” This is the perfect mantra for the Waterfall Model in that this model is seen as a cumbersome and slow moving. Waterfall Model Phases Requirement Analysis & Definition This phase focuses on defining requirements for a project that is to be developed and determining if the project is even feasible. Requirements are collected by analyzing existing systems and functionality in correlation with the needs of the business and the desires of the end users. The desired output for this phase is a list of specific requirements from the business that are to be designed and implemented in the subsequent steps. In addition this phase is used to determine if any value will be gained by completing the project. System Design This phase focuses primarily on the actual architectural design of a system, and how it will interact within itself and with other existing applications. Projects at this level should be viewed at a high level so that actual implementation details are decided in the implementation phase. However major environmental decision like hardware and platform decision are typically decided in this phase. Furthermore the basic goal of this phase is to design an application at the system level in those classes, interfaces, and interactions are defined. Additionally decisions about scalability, distribution and reliability should also be considered for all decisions. The desired output for this phase is a functional  design document that states all of the architectural decisions that have been made in regards to the project as well as a diagrams like a sequence and class diagrams. Software Design This phase focuses primarily on the refining of the decisions found in the functional design document. Classes and interfaces are further broken down in to logical modules based on the interfaces and interactions previously indicated. The output of this phase is a formal design document. Implementation / Coding This phase focuses primarily on implementing the previously defined modules in to units of code. These units are developed independently are intergraded as the system is put together as part of a whole system. Software Integration & Verification This phase primarily focuses on testing each of the units of code developed as well as testing the system as a whole. There are basic types of testing at this phase and they include: Unit Test and Integration Test. Unit Test are built to test the functionality of a code unit to ensure that it preforms its desired task. Integration testing test the system as a whole because it focuses on results of combining specific units of code and validating it against expected results. The output of this phase is a test plan that includes test with expected results and actual results. System Verification This phase primarily focuses on testing the system as a whole in regards to the list of project requirements and desired operating environment. Operation & Maintenance his phase primarily focuses on handing off the competed project over to the customer so that they can verify that all of their requirements have been met based on their original requirements. This phase will also validate the correctness of their requirements and if any changed need to be made. In addition, any problems not resolved in the previous phase will be handled in this section. The Waterfall Model’s linear and sequential methodology does offer a project certain advantages and disadvantages. Advantages of the Waterfall Model Simplistic to implement and execute for projects and/or company wide Limited demand on resources Large emphasis on documentation Disadvantages of the Waterfall Model Completed phases cannot be revisited regardless if issues arise within a project Accurate requirement are never gather prior to the completion of the requirement phase due to the lack of clarification in regards to client’s desires. Small changes or errors that arise in applications may cause additional problems The client cannot change any requirements once the requirements phase has been completed leaving them no options for changes as they see their requirements changes as the customers desires change. Excess documentation Phases are cumbersome and slow moving Learn more about the Major Process in the Sofware Development Life Cycle and Waterfall Model. Conversely, the Hare shares similar traits with the prototyping software development model in that ideas are rapidly converted to basic working examples and subsequent changes are made to quickly align the project with customers desires as they are formulated and as software strays from the customers vision. The basic concept of prototyping is to eliminate the use of well-defined project requirements. Projects are allowed to grow as the customer needs and request grow. Projects are initially designed according to basic requirements and are refined as requirement become more refined. This process allows customer to feel their way around the application to ensure that they are developing exactly what they want in the application This model also works well for determining the feasibility of certain approaches in regards to an application. Prototypes allow for quickly developing examples of implementing specific functionality based on certain techniques. Advantages of Prototyping Active participation from users and customers Allows customers to change their mind in specifying requirements Customers get a better understanding of the system as it is developed Earlier bug/error detection Promotes communication with customers Prototype could be used as final production Reduced time needed to develop applications compared to the Waterfall method Disadvantages of Prototyping Promotes constantly redefining project requirements that cause major system rewrites Potential for increased complexity of a system as scope of the system expands Customer could believe the prototype as the working version. Implementation compromises could increase the complexity when applying updates and or application fixes When companies trying to decide between the Waterfall model and Prototype model they need to evaluate the benefits and disadvantages for both models. Typically smaller companies or projects that have major time constraints typically head for more of a Prototype model approach because it can reduce the time needed to complete the project because there is more of a focus on building a project and less on defining requirements and scope prior to the start of a project. On the other hand, Companies with well-defined requirements and time allowed to generate proper documentation should steer towards more of a waterfall model because they are in a position to obtain clarified requirements and have to design and optimal solution prior to the start of coding on a project.

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  • flash core engine by Dinesh [closed]

    - by hdinesh
    This post was a dump of the following code (without the highlights). No question, just a dump. Please update this q. with a real question to have it reopened. You (the asker) risk to be flagged as spammer (if not already) and a bad reputation. This is a q/a site, not a site to promote your own code libraries. package facers { import flash.display.*; import flash.events.*; import flash.geom.ColorTransform; import flash.utils.Dictionary; import org.papervision3d.cameras.*; import org.papervision3d.scenes.*; import org.papervision3d.objects.*; import org.papervision3d.objects.special.*; import org.papervision3d.objects.primitives.*; import org.papervision3d.materials.*; import org.papervision3d.events.FileLoadEvent; import org.papervision3d.materials.special.*; import org.papervision3d.materials.shaders.*; import org.papervision3d.materials.utils.*; import org.papervision3d.lights.*; import org.papervision3d.render.*; import org.papervision3d.view.*; import org.papervision3d.events.InteractiveScene3DEvent; import org.papervision3d.events.*; import org.papervision3d.core.utils.*; import org.papervision3d.core.geom.renderables.Vertex3D; import caurina.transitions.*; public class Main extends Sprite { public var viewport :BasicView; public var displayObject :DisplayObject3D; private var light :PointLight3D; private var shadowPlane :Plane; private var dataArray :Array; private var material :BitmapFileMaterial; private var planeByContainer :Dictionary = new Dictionary(); private var paperSize :Number = 0.5; private var cloudSize :Number = 1500; private var rotSize :Number = 360; private var maxAlbums :Number = 50; private var num :Number = 0; public function Main():void { trace("START APPLICATION"); viewport = new BasicView(1024, 690, true, true, CameraType.FREE); viewport.camera.zoom = 50; viewport.camera.extra = { goPosition: new DisplayObject3D(),goTarget: new DisplayObject3D() }; addChild(viewport); displayObject = new DisplayObject3D(); viewport.scene.addChild(displayObject); createAlbum(); addEventListener(Event.ENTER_FRAME, onRenderEvent); } private function createAlbum() { dataArray = new Array("images/thums/pic1.jpg", "images/thums/pic2.jpg", "images/thums/pic3.jpg", "images/thums/pic4.jpg", "images/thums/pic5.jpg", "images/thums/pic6.jpg", "images/thums/pic7.jpg", "images/thums/pic8.jpg", "images/thums/pic9.jpg", "images/thums/pic10.jpg", "images/thums/pic1.jpg", "images/thums/pic2.jpg", "images/thums/pic3.jpg", "images/thums/pic4.jpg", "images/thums/pic5.jpg", "images/thums/pic6.jpg", "images/thums/pic7.jpg", "images/thums/pic8.jpg", "images/thums/pic9.jpg", "images/thums/pic10.jpg"); for (var i:int = 0; i < dataArray.length; i++) { material = new BitmapFileMaterial(dataArray[i]); material.doubleSided = true; material.addEventListener(FileLoadEvent.LOAD_COMPLETE, loadMaterial); } } public function loadMaterial(event:Event) { var plane:Plane = new Plane(material, 300, 180); displayObject.addChild(plane); var _x:int = Math.random() * cloudSize - cloudSize/2; var _y:int = Math.random() * cloudSize - cloudSize/2; var _z:int = Math.random() * cloudSize - cloudSize/2; var _rotationX:int = Math.random() * rotSize; var _rotationY:int = Math.random() * rotSize; var _rotationZ:int = Math.random() * rotSize; Tweener.addTween(plane, { x:_x, y:_y, z:_z, rotationX:_rotationX, rotationY:_rotationY, rotationZ:_rotationZ, time:5, transition:"easeIn" } ); } protected function onRenderEvent(event:Event):void { var rotY: Number = (mouseY-(stage.stageHeight/2))/(900/2)*(1200); var rotX: Number = (mouseX-(stage.stageWidth/2))/(600/2)*(-1200); displayObject.rotationY = viewport.camera.x + (rotX - viewport.camera.x) / 50; displayObject.rotationX = viewport.camera.y + (rotY - viewport.camera.y) / 30; viewport.singleRender(); } } } package designLab.events { import flash.display.BlendMode; import flash.display.Sprite; import flash.events.Event; import flash.filters.BlurFilter; // Import designLab import designLab.layer.IntroLayer; import designLab.shadow.ShadowCaster; import designLab.utils.LayerConstant; // Import Papervision3D import org.papervision3d.cameras.*; import org.papervision3d.scenes.*; import org.papervision3d.objects.*; import org.papervision3d.objects.special.*; import org.papervision3d.objects.primitives.*; import org.papervision3d.materials.*; import org.papervision3d.materials.special.*; import org.papervision3d.materials.shaders.*; import org.papervision3d.materials.utils.*; import org.papervision3d.lights.*; import org.papervision3d.render.*; import org.papervision3d.view.*; import org.papervision3d.events.InteractiveScene3DEvent; import org.papervision3d.events.*; import org.papervision3d.core.utils.*; import org.papervision3d.core.geom.renderables.Vertex3D; public class CoreEnging extends Sprite { public var viewport :BasicView; // Create BasicView public var displayObject :DisplayObject3D; // Create DisplayObject public var shadowCaster :ShadowCaster; // Create ShadowCaster private var light :PointLight3D; // Create PointLight private var shadowPlane :Plane; // Create Plane private var layer :LayerConstant; // Create constant resource layer private static var instance :CoreEnging; // Create CoreEnging class static instance // CoreEnging class static instance mathod function public static function getinstance() { if (instance != null) return instance; else { instance = new CoreEnging(); return instance; } } // CoreEnging constrictor public function CoreEnging () { trace("INFO: Design Lab Application : Core Enging v0.1"); layer = new LayerConstant(); viewport = new BasicView(900, 600, true, true, CameraType.FREE); // pass the width, height, scaleToStage, interactive, cameraType to BasicView viewport.camera.zoom = 100; // Define the zoom level of camera addChild(viewport); createFloor(); // Create the floor displayObject = new DisplayObject3D(); // Create new instance of DisplayObject viewport.scene.addChild(displayObject); // Add the DisplayObject to the BasicView light = new PointLight3D(); // Create new instance of PointLight light.z = -50; // Position the Z of create instance light.x = 0; //Position the X of create instance light.rotationZ = 45; //Position the rotation angel of the Z of create instance light.y = 500; //Position the Y of create instance shadowCaster = new ShadowCaster("shadow", 0x000000, BlendMode.MULTIPLY, .1, [new BlurFilter(20, 20, 1)]); // pass shadowcaster name, color, blend mode, alpha and filters shadowCaster.setType(ShadowCaster.SPOTLIGHT); // Define the shadow type addEventListener(Event.ENTER_FRAME, onRenderEvent); // Add frame render event } // Start create floor public function createFloor() { var spr:Sprite = new Sprite(); // Create Sprite spr.graphics.beginFill(0xFFFFFF); // Define the fill color for sprite spr.graphics.drawRect(0, 0, 600, 600); // Define the X, Y, width, height of the sprite var sprMaterial:MovieMaterial = new MovieMaterial(spr, true, true, true); //Create a texture from an existing sprite instance shadowPlane = new Plane(sprMaterial, 2000, 2000, 1, 1); // create new instance of the Plane and pass the texture material, width, height, segmentsW and segmentsH shadowPlane.rotationX = 80; //Position the rotation angel of the X of Plane shadowPlane.y = -200; //Position the Y of Plane viewport.scene.addChild(shadowPlane); // Add the Plane to the BasicView } // switch method function of the page layer control public function addLayer(type:String) { switch (type) { case layer.INTRO: var intro:IntroLayer = new IntroLayer(); break; } } // Create get mathod function for DisplayObject public function getDisplayObject():DisplayObject3D { return displayObject; } // Create get mathod function for BasicView public function getViewport():BasicView { return viewport; } // Rendering function protected function onRenderEvent(event:Event):void { var rotY: Number = (mouseY-(stage.stageHeight/2))/(900/2)*(1200); var rotX: Number = (mouseX-(stage.stageWidth/2))/(600/2)*(-1200); displayObject.rotationY = viewport.camera.x + (rotX - viewport.camera.x) / 50; displayObject.rotationX = viewport.camera.y + (rotY - viewport.camera.y) / 30; // Remove the shadow shadowCaster.invalidate(); // create new shadow on DisplayObject move shadowCaster.castModel(displayObject, light, shadowPlane); viewport.singleRender(); } } } package designLab.layer { import flash.display.Sprite; import flash.events.Event; // Import designLab import designLab.materials.iBusinessCard; import designLab.events.CoreEnging; // Import Papervision3D import org.papervision3d.objects.primitives.Cube; import org.papervision3d.materials.ColorMaterial; import org.papervision3d.materials.MovieMaterial; public class IntroLayer { // IntroLayer constrictor public function IntroLayer() { trace("INFO: Load Intro layer"); var indexDP:DP_index = new DP_index(); //Create the library MovieClip var blackMaterial:MovieMaterial = new MovieMaterial(indexDP, true); //Create a texture from an existing library MovieClip instance blackMaterial.smooth = true; blackMaterial.doubleSided = false; var mycolor:ColorMaterial = new ColorMaterial(0x000000); //Create solid color material var mycard:iBusinessCard = new iBusinessCard(blackMaterial, blackMaterial, mycolor, 372, 10, 207); // Create custom 3D cube object to pass the Front, Back, All, CubeWidth, CubeDepth and CubeHeight CoreEnging.getinstance().getDisplayObject().addChild(mycard.create3DCube()); // Add the custom 3D cube to the DisplayObject } } } package designLab.materials { import flash.display.*; import flash.events.*; // Import Papervision3D import org.papervision3d.materials.*; import org.papervision3d.materials.utils.MaterialsList; import org.papervision3d.objects.primitives.Cube; public class iBusinessCard extends Sprite { private var materialsList :MaterialsList; private var cube :Cube; private var Front :MovieMaterial = new MovieMaterial(); private var Back :MovieMaterial = new MovieMaterial(); private var All :ColorMaterial = new ColorMaterial(); private var CubeWidth :Number; private var CubeDepth :Number; private var CubeHeight :Number; public function iBusinessCard(Front:MovieMaterial, Back:MovieMaterial, All:ColorMaterial, CubeWidth:Number, CubeDepth:Number, CubeHeight:Number) { setFront(Front); setBack(Back); setAll(All); setCubeWidth(CubeWidth); setCubeDepth(CubeDepth); setCubeHeight(CubeHeight); } public function create3DCube():Cube { materialsList = new MaterialsList(); materialsList.addMaterial(Front, "front"); materialsList.addMaterial(Back, "back"); materialsList.addMaterial(All, "left"); materialsList.addMaterial(All, "right"); materialsList.addMaterial(All, "top"); materialsList.addMaterial(All, "bottom"); cube = new Cube(materialsList, CubeWidth, CubeDepth, CubeHeight); cube.x = 0; cube.y = 0; cube.z = 0; cube.rotationY = 180; return cube; } public function setFront(Front:MovieMaterial) { this.Front = Front; } public function getFront():MovieMaterial { return Front; } public function setBack(Back:MovieMaterial) { this.Back = Back; } public function getBack():MovieMaterial { return Back; } public function setAll(All:ColorMaterial) { this.All = All; } public function getAll():ColorMaterial { return All; } public function setCubeWidth(CubeWidth:Number) { this.CubeWidth = CubeWidth; } public function getCubeWidth():Number { return CubeWidth; } public function setCubeDepth(CubeDepth:Number) { this.CubeDepth = CubeDepth; } public function getCubeDepth():Number { return CubeDepth; } public function setCubeHeight(CubeHeight:Number) { this.CubeHeight = CubeHeight; } public function getCubeHeight():Number { return CubeHeight; } } } package designLab.shadow { import flash.display.Sprite; import flash.filters.BlurFilter; import flash.geom.Point; import flash.geom.Rectangle; import flash.utils.Dictionary; import org.papervision3d.core.geom.TriangleMesh3D; import org.papervision3d.core.geom.renderables.Triangle3D; import org.papervision3d.core.geom.renderables.Vertex3D; import org.papervision3d.core.math.BoundingSphere; import org.papervision3d.core.math.Matrix3D; import org.papervision3d.core.math.Number3D; import org.papervision3d.core.math.Plane3D; import org.papervision3d.lights.PointLight3D; import org.papervision3d.materials.MovieMaterial; import org.papervision3d.objects.DisplayObject3D; import org.papervision3d.objects.primitives.Plane; public class ShadowCaster { private var vertexRefs:Dictionary; private var numberRefs:Dictionary; private var lightRay:Number3D = new Number3D() private var p3d:Plane3D = new Plane3D(); public var color:uint = 0; public var alpha:Number = 0; public var blend:String = ""; public var filters:Array; public var uid:String; private var _type:String = "point"; private var dir:Number3D; private var planeBounds:Dictionary; private var targetBounds:Dictionary; private var models:Dictionary; public static var DIRECTIONAL:String = "dir"; public static var SPOTLIGHT:String = "spot"; public function ShadowCaster(uid:String, color:uint = 0, blend:String = "multiply", alpha:Number = 1, filters:Array=null) { this.uid = uid; this.color = color; this.alpha = alpha; this.blend = blend; this.filters = filters ? filters : [new BlurFilter()]; numberRefs = new Dictionary(true); targetBounds = new Dictionary(true); planeBounds = new Dictionary(true); models = new Dictionary(true); } public function castModel(model:DisplayObject3D, light:PointLight3D, plane:Plane, faces:Boolean = true, cull:Boolean = false):void{ var ar:Array; if(models[model]) { ar = models[model]; }else{ ar = new Array(); getChildMesh(model, ar); models[model] = ar; } var reset:Boolean = true; for each(var t:TriangleMesh3D in ar){ if(faces) castFaces(light, t, plane, cull, reset); else castBoundingSphere(light, t, plane, 0.75, reset); reset = false; } } private function getChildMesh(do3d:DisplayObject3D, ar):void{ if(do3d is TriangleMesh3D) ar.push(do3d); for each(var d:DisplayObject3D in do3d.children) getChildMesh(d, ar); } public function setType(type:String="point"):void{ _type = type; } public function getType():String{ return _type; } public function castBoundingSphere(light:PointLight3D, target:TriangleMesh3D, plane:Plane, scaleRadius:Number=0.8, clear:Boolean = true):void{ var planeVertices:Array = plane.geometry.vertices; //convert to target space? var world:Matrix3D = plane.world; var inv:Matrix3D = Matrix3D.inverse(plane.transform); var lp:Number3D = new Number3D(light.x, light.y, light.z); Matrix3D.multiplyVector(inv, lp); p3d.setNormalAndPoint(plane.geometry.faces[0].faceNormal, new Number3D()); var b:BoundingSphere = target.geometry.boundingSphere; var bounds:Object = planeBounds[plane]; if(!bounds){ bounds = plane.boundingBox(); planeBounds[plane] = bounds; } var tbounds:Object = targetBounds[target]; if(!tbounds){ tbounds = target.boundingBox(); targetBounds[target] = tbounds; } var planeMovie:Sprite = Sprite(MovieMaterial(plane.material).movie); var movieSize:Point = new Point(planeMovie.width, planeMovie.height); var castClip:Sprite = getCastClip(plane); castClip.blendMode = this.blend; castClip.filters = this.filters; castClip.alpha = this.alpha; if(clear) castClip.graphics.clear(); vertexRefs = new Dictionary(true); var tlp:Number3D = new Number3D(light.x, light.y, light.z); Matrix3D.multiplyVector(Matrix3D.inverse(target.world), tlp); var center:Number3D = new Number3D(tbounds.min.x+tbounds.size.x*0.5, tbounds.min.y+tbounds.size.y*0.5, tbounds.min.z+tbounds.size.z*0.5); var dif:Number3D = Number3D.sub(lp, center); dif.normalize(); var other:Number3D = new Number3D(); other.x = -dif.y; other.y = dif.x; other.z = 0; other.normalize(); var cross:Number3D = Number3D.cross(new Number3D(plane.transform.n12, plane.transform.n22, plane.transform.n32), p3d.normal); cross.normalize(); //cross = new Number3D(-dif.y, dif.x, 0); //cross.normalize(); cross.multiplyEq(b.radius*scaleRadius); if(_type == DIRECTIONAL){ var oPos:Number3D = new Number3D(target.x, target.y, target.z); Matrix3D.multiplyVector(target.world, oPos); Matrix3D.multiplyVector(inv, oPos); dir = new Number3D(oPos.x-lp.x, oPos.y-lp.y, oPos.z-lp.z); } //numberRefs = new Dictionary(true); var pos:Number3D; var c2d:Point; var r2d:Point; //_type = SPOTLIGHT; pos = projectVertex(new Vertex3D(center.x, center.y, center.z), lp, inv, target.world); c2d = get2dPoint(pos, bounds.min, bounds.size, movieSize); pos = projectVertex(new Vertex3D(center.x+cross.x, center.y+cross.y, center.z+cross.z), lp, inv, target.world); r2d = get2dPoint(pos, bounds.min, bounds.size, movieSize); var dx:Number = r2d.x-c2d.x; var dy:Number = r2d.y-c2d.y; var rad:Number = Math.sqrt(dx*dx+dy*dy); castClip.graphics.beginFill(color); castClip.graphics.moveTo(c2d.x, c2d.y); castClip.graphics.drawCircle(c2d.x, c2d.y, rad); castClip.graphics.endFill(); } public function getCastClip(plane:Plane):Sprite{ var planeMovie:Sprite = Sprite(MovieMaterial(plane.material).movie); var movieSize:Point = new Point(planeMovie.width, planeMovie.height); var castClip:Sprite;// = new Sprite(); if(planeMovie.getChildByName("castClip"+uid)) return Sprite(planeMovie.getChildByName("castClip"+uid)); else{ castClip = new Sprite(); castClip.name = "castClip"+uid; castClip.scrollRect = new Rectangle(0, 0, movieSize.x, movieSize.y); //castClip.alpha = 0.4; planeMovie.addChild(castClip); return castClip; } } public function castFaces(light:PointLight3D, target:TriangleMesh3D, plane:Plane, cull:Boolean=false, clear:Boolean = true):void{ var planeVertices:Array = plane.geometry.vertices; //convert to target space? var world:Matrix3D = plane.world; var inv:Matrix3D = Matrix3D.inverse(plane.transform); var lp:Number3D = new Number3D(light.x, light.y, light.z); Matrix3D.multiplyVector(inv, lp); var tlp:Number3D; if(cull){ tlp = new Number3D(light.x, light.y, light.z); Matrix3D.multiplyVector(Matrix3D.inverse(target.world), tlp); } //Matrix3D.multiplyVector(Matrix3D.inverse(target.transform), tlp); //p3d.setThreePoints(planeVertices[0].getPosition(), planeVertices[1].getPosition(), planeVertices[2].getPosition()); p3d.setNormalAndPoint(plane.geometry.faces[0].faceNormal, new Number3D()); if(_type == DIRECTIONAL){ var oPos:Number3D = new Number3D(target.x, target.y, target.z); Matrix3D.multiplyVector(target.world, oPos); Matrix3D.multiplyVector(inv, oPos); dir = new Number3D(oPos.x-lp.x, oPos.y-lp.y, oPos.z-lp.z); } var bounds:Object = planeBounds[plane]; if(!bounds){ bounds = plane.boundingBox(); planeBounds[plane] = bounds; } var castClip:Sprite = getCastClip(plane); castClip.blendMode = this.blend; castClip.filters = this.filters; castClip.alpha = this.alpha; var planeMovie:Sprite = Sprite(MovieMaterial(plane.material).movie); var movieSize:Point = new Point(planeMovie.width, planeMovie.height); if(clear) castClip.graphics.clear(); vertexRefs = new Dictionary(true); //numberRefs = new Dictionary(true); var pos:Number3D; var p2d:Point; var s2d:Point; var hitVert:Number3D = new Number3D(); for each(var t:Triangle3D in target.geometry.faces){ if( cull){ hitVert.x = t.v0.x; hitVert.y = t.v0.y; hitVert.z = t.v0.z; if(Number3D.dot(t.faceNormal, Number3D.sub(tlp, hitVert)) <= 0) continue; } castClip.graphics.beginFill(color); pos = projectVertex(t.v0, lp, inv, target.world); s2d = get2dPoint(pos, bounds.min, bounds.size, movieSize); castClip.graphics.moveTo(s2d.x, s2d.y); pos = projectVertex(t.v1, lp, inv, target.world); p2d = get2dPoint(pos, bounds.min, bounds.size, movieSize); castClip.graphics.lineTo(p2d.x, p2d.y); pos = projectVertex(t.v2, lp, inv, target.world); p2d = get2dPoint(pos, bounds.min, bounds.size, movieSize); castClip.graphics.lineTo(p2d.x, p2d.y); castClip.graphics.lineTo(s2d.x, s2d.y); castClip.graphics.endFill(); } } public function invalidate():void{ invalidateModels(); invalidatePlanes(); } public function invalidatePlanes():void{ planeBounds = new Dictionary(true); } public function invalidateTargets():void{ numberRefs = new Dictionary(true); targetBounds = new Dictionary(true); } public function invalidateModels():void{ models = new Dictionary(true); invalidateTargets(); } private function get2dPoint(pos3D:Number3D, min3D:Number3D, size3D:Number3D, movieSize:Point):Point{ return new Point((pos3D.x-min3D.x)/size3D.x*movieSize.x, ((-pos3D.y-min3D.y)/size3D.y*movieSize.y)); } private function projectVertex(v:Vertex3D, light:Number3D, invMat:Matrix3D, world:Matrix3D):Number3D{ var pos:Number3D = vertexRefs[v]; if(pos) return pos; var n:Number3D = numberRefs[v]; if(!n){ n = new Number3D(v.x, v.y, v.z); Matrix3D.multiplyVector(world, n); Matrix3D.multiplyVector(invMat, n); numberRefs[v] = n; } if(_type == SPOTLIGHT){ lightRay.x = light.x; lightRay.y = light.y; lightRay.z = light.z; }else{ lightRay.x = n.x-dir.x; lightRay.y = n.y-dir.y; lightRay.z = n.z-dir.z; } pos = p3d.getIntersectionLineNumbers(lightRay, n); vertexRefs[v] = pos; return pos; } } } package designLab.utils { public class LayerConstant { public const INTRO:String = "INTRO"; // Intro layer string constant } }*emphasized text*

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  • Do employers hiring for Software jobs care about the classes you took in CS masters program?

    - by Joey Green
    I'm torn between two classes right now for next semester( Software Design and Advanced Computer Graphics ). I would enjoy Advanced Computer Graphics more, but I feel the software design class would help me when approaching anything I ever build for the rest of my career. I feel though I could just buy the book( I already have both books actually ) of the Software Design class and go through it, if I wanted. But think it would be a bit tougher to pick up the Advanced Computer Graphics class on my own. So do employers look at the graduate classes you've taken to decide if you would be a good fit or not? I think more importantly what I'm wanting to know is if I wanted to work for a high-end software company like Apple or Google would a company like that be more impressed by someone that took software engineering classes or hardcore CS classes?

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  • Cannot control the fan on a Sony Vaio laptop

    - by Xobb
    I've got Sony Vaio laptop and my fan is on all the time, though the temperature on the video-adapter is always over 60°?. As I've googled, vaiofand does not support VPC-EA series. Is there anything I can do with that or I need another laptop? I'm using the following graphics card: 01:00.0 VGA compatible controller: ATI Technologies Inc Manhattan [Mobility Radeon HD 5000 Series] though the problem is not with the graphics card. I've mentioned its temperature as the highest (64°C now btw). Seems like the notebook is always overheated and I cannot control the fan speed to make it cooler. And yes, I'm using the proprietary driver ATI/AMD FGLRX graphics driver. I'm using Kubuntu 11.04.

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  • Deterministic replay in a modern game

    - by cloudraven
    I am doing a study in modern games graphics, and as part of the study it would be really helpful to be able to replay a sequence in the game multiple times. For example, recording a series of inputs to get the exact video sequences, but being able to replay them in different computers or different graphics configurations. I want to do this study with a couple of existing commercial games with sophisticated graphics (something released in the last 1 or 2 years if possible). I was thinking on hooking with detours or something similar, calls to time() or srand() to fix all pseudo-number generated results. It would be ideal to have a general solution that works with any game. Since admittedly that is pretty ambitious, I would be happy just having 2 or 3 games in which it is known that I can get deterministic output for a given input. In the end, I will be comparing video output, so I want to avoid noise generated by differences on each execution caused by non-determinism. Any sugestions?

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  • How to Tell If Your Computer is Overheating and What to Do About It

    - by Chris Hoffman
    Heat is a computer’s enemy. Computers are designed with heat dispersion and ventilation in mind so they don’t overheat. If too much heat builds up, your computer may become unstable or suddenly shut down. The CPU and graphics card produce much more heat when running demanding applications. If there’s a problem with your computer’s cooling system, an excess of heat could even physically damage its components. Is Your Computer Overheating? When using a typical computer in a typical way, you shouldn’t have to worry about overheating at all. However, if you’re encountering system instability issues like abrupt shut downs, blue screens, and freezes — especially while doing something demanding like playing PC games or encoding video — your computer may be overheating. This can happen for several reasons. Your computer’s case may be full of dust, a fan may have failed, something may be blocking your computer’s vents, or you may have a compact laptop that was never designed to run at maximum performance for hours on end. Monitoring Your Computer’s Temperature First, bear in mind that different CPUs and GPUs (graphics cards) have different optimal temperature ranges. Before getting too worried about a temperature, be sure to check your computer’s documentation — or its CPU or graphics card specifications — and ensure you know the temperature ranges your hardware can handle. You can monitor your computer’s temperatures in a variety of different ways. First, you may have a way to monitor temperature that is already built into your system. You can often view temperature values in your computer’s BIOS or UEFI settings screen. This allows you to quickly see your computer’s temperature if Windows freezes or blue screens on you — just boot the computer, enter the BIOS or UEFI screen, and check the temperatures displayed there. Note that not all BIOSes or UEFI screens will display this information, but it is very common. There are also programs that will display your computer’s temperature. Such programs just read the sensors inside your computer and show you the temperature value they report, so there are a wide variety of tools you can use for this, from the simple Speccy system information utility to an advanced tool like SpeedFan. HWMonitor also offer this feature, displaying a wide variety of sensor information. Be sure to look at your CPU and graphics card temperatures. You can also find other temperatures, such as the temperature of your hard drive, but these components will generally only overheat if it becomes extremely hot in the computer’s case. They shouldn’t generate too much heat on their own. If you think your computer may be overheating, don’t just glance as these sensors once and ignore them. Do something demanding with your computer, such as running a CPU burn-in test with Prime 95, playing a PC game, or running a graphical benchmark. Monitor the computer’s temperature while you do this, even checking a few hours later — does any component overheat after you push it hard for a while? Preventing Your Computer From Overheating If your computer is overheating, here are some things you can do about it: Dust Out Your Computer’s Case: Dust accumulates in desktop PC cases and even laptops over time, clogging fans and blocking air flow. This dust can cause ventilation problems, trapping heat and preventing your PC from cooling itself properly. Be sure to clean your computer’s case occasionally to prevent dust build-up. Unfortunately, it’s often more difficult to dust out overheating laptops. Ensure Proper Ventilation: Put the computer in a location where it can properly ventilate itself. If it’s a desktop, don’t push the case up against a wall so that the computer’s vents become blocked or leave it near a radiator or heating vent. If it’s a laptop, be careful to not block its air vents, particularly when doing something demanding. For example, putting a laptop down on a mattress, allowing it to sink in, and leaving it there can lead to overheating — especially if the laptop is doing something demanding and generating heat it can’t get rid of. Check if Fans Are Running: If you’re not sure why your computer started overheating, open its case and check that all the fans are running. It’s possible that a CPU, graphics card, or case fan failed or became unplugged, reducing air flow. Tune Up Heat Sinks: If your CPU is overheating, its heat sink may not be seated correctly or its thermal paste may be old. You may need to remove the heat sink and re-apply new thermal paste before reseating the heat sink properly. This tip applies more to tweakers, overclockers, and people who build their own PCs, especially if they may have made a mistake when originally applying the thermal paste. This is often much more difficult when it comes to laptops, which generally aren’t designed to be user-serviceable. That can lead to trouble if the laptop becomes filled with dust and needs to be cleaned out, especially if the laptop was never designed to be opened by users at all. Consult our guide to diagnosing and fixing an overheating laptop for help with cooling down a hot laptop. Overheating is a definite danger when overclocking your CPU or graphics card. Overclocking will cause your components to run hotter, and the additional heat will cause problems unless you can properly cool your components. If you’ve overclocked your hardware and it has started to overheat — well, throttle back the overclock! Image Credit: Vinni Malek on Flickr     

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  • jConfirm and onbeforeunload

    - by Dirty Bird Design
    I have a basic function to alert the user upon refresh, browser back button (except the submit button) or when a link is clicked they will lose form data from a form wizard. <script type="text/javascript"> var okToSubmit = false; window.onbeforeunload = function() { document.getElementById('Register').onclick = function() { okToSubmit = true; }; if(!okToSubmit) return "Using the browsers back button will cause you to lose all form data. Please use the Next and Back buttons on the form"; }; </script> Im using jAlert plug in for alerts and would like to use jConfirm for the function above. When I add jConfirm after "return" it works...for a second. it pops the warning and then the page refreshes and the dialog box goes away. Does anyone know how to fix this?

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  • How do GameEngines stop Pixel Seams appearing in adjacent mesh boundaries due to FP imprecision?

    - by ufomorace
    Graphics cards are mathematically imprecise. So when some meshes are joined by their borders, the graphics card often makes mistakes and decides that some pixels at the seam represent neither object, and unwanted pixels appear. It's a natural behaviour on all graphics cards. How are such worries avoided in Pro Games? Batching? Shaders? Different tangent vectors? Merging? Overlaping seams? Dark backgrounds? Extra vertices at borders? Z precision? Camera distance tweaks? Screencap of a fix that ended up not working:

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  • How can I use two video cards to power three screens?

    - by notatoad
    I have two Radeon 6450 graphics cards in my computer, with three screens. Only the screens plugged into the first graphics card are recognized and configurable in the displays setting panel. How can I use the displays plugged into my second graphics card? Both cards are present in lspci: 01:00.0 VGA compatible controller: ATI Technologies Inc NI Caicos [AMD RADEON HD 6450] 01:00.1 Audio device: ATI Technologies Inc NI Caicos HDMI Audio [AMD RADEON HD 6450] 02:00.0 VGA compatible controller: ATI Technologies Inc NI Caicos [AMD RADEON HD 6450] 02:00.1 Audio device: ATI Technologies Inc NI Caicos HDMI Audio [AMD RADEON HD 6450] I'm using the open source driver instead of the proprietary driver because the proprietary driver won't output 1440x2560.

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  • Do employers hiring for software jobs care about the classes you took in a Computer Science Masters program?

    - by Bob Dole
    I'm torn between two classes right now for next semester (Software Design and Advanced Computer Graphics). I would enjoy Advanced Computer Graphics more, but I feel the software design class would help me when approaching anything I ever build for the rest of my career. I feel though I could just buy the book (I already have both books actually) of the Software Design class and go through it, if I wanted. But think it would be a bit tougher to pick up the Advanced Computer Graphics class on my own. So do employers look at the graduate classes you've taken to decide if you would be a good fit or not? I think, more importantly, what I'm wanting to know is if I wanted to work for a high-end software company like Apple or Google would a company like that be more impressed by someone that took software engineering classes or hardcore CS classes?

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  • How are larger games organized?

    - by Matthew G.
    I'm using Java, but the language I'm using here is probably irrelevant. I'd like to create an economy based on an ancient civilization. I'm not sure how to design it. If I were working on a smaller game, like a copy of "Space Invaders", I'd have no problem structuring it like this. Game -Main Control Class --Graphics Class --Player Class --Enemy class I'd pass the graphics class to both the player and enemy class so they could call graphics functions. I don't understand how I'd do this for larger projects. Do I create a country class that contains a bunch of towns? Do the towns contain a lot building class, most contain classes of people? Do I make a path finding class that the player can access to get around? How exactly do I structure this and pass all these references around? Thanks.

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  • Why are only some of my objects being rendered?

    - by BleedObsidian
    Every time I create a new asteroid the previous one is no longer rendered? I did some debugging and printed out the size of Array-List 'Small' and when a new asteroid is created it doesn't go down, so the thread is still there it's just not being rendered, Why? StatePlay: package me.bleedobsidian.astroidjump; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.SlickException; import org.newdawn.slick.state.BasicGameState; import org.newdawn.slick.state.StateBasedGame; public class StatePlay extends BasicGameState { int stateID = 10; Player player; Asteroids asteroids; StatePlay(int stateID) { this.stateID = stateID; } @Override public int getID() { return stateID; } @Override public void init(GameContainer gc, StateBasedGame sbg) throws SlickException { ResManager.loadImages(); player = new Player(); asteroids = new Asteroids(); } @Override public void render(GameContainer gc, StateBasedGame sbg, Graphics g) throws SlickException { g.setAntiAlias(true); player.render(g); asteroids.render(g); g.drawString("Asteroids: " + Asteroids.small.size(), 10, 25); } @Override public void update(GameContainer gc, StateBasedGame sbg, int delta) throws SlickException { player.update(gc, delta); asteroids.update(delta); } } Asteroids: package me.bleedobsidian.astroidjump; import java.util.ArrayList; import java.util.Timer; import org.newdawn.slick.Graphics; import org.newdawn.slick.Image; import org.newdawn.slick.SpriteSheet; public class Asteroids { public static ArrayList<Asteroid_Small> small = new ArrayList<Asteroid_Small>(); static SpriteSheet small_sprites = new SpriteSheet(ResManager.asteroids_small_ss, 32, 32); static Image small_1 = small_sprites.getSubImage(0, 0); static Image small_2 = small_sprites.getSubImage(1, 0); static Image small_3 = small_sprites.getSubImage(2, 0); static Image small_4 = small_sprites.getSubImage(3, 0); static boolean asteroids = true; static int diff = 0; Asteroids() { Task_Asteroids TaskA = new Task_Asteroids(); Timer timer = new Timer("Asteroids"); if(diff == 0) { timer.schedule(TaskA, 0, 4000); } else if(diff == 1) { timer.schedule(TaskA, 0, 3000); } } public static Image chooseSmallImage(int i) { if(i == 0) { return small_1; } else if(i == 1) { return small_2; } else if(i == 2) { return small_3; } else if(i == 3) { return small_4; } else { return small_1; } } public static void level_manager(float x) { if(x < 1000) { diff = 0; } else if(x < 2000) { diff = 1; } else if(x < 3000) { diff = 2; } else if(x < 5000) { diff = 3; } else if(x < 10000) { diff = 4; } else { diff = 5; } } public void update(int delta) { for(int s = 0; s < small.size(); s++) { Asteroid_Small as = small.get(s); as.update(delta); } } public void render(Graphics g) { for(int s = 0; s < small.size(); s++) { Asteroid_Small as = small.get(s); as.render(g); } } public static void setAsteroids(boolean tf) { asteroids = tf; } } Asteroid_Small: package me.bleedobsidian.astroidjump; import org.newdawn.slick.Graphics; import org.newdawn.slick.Image; public class Asteroid_Small { private static Image me; private static float x = 0; private static float y = 0; private static float speed = 0; private static float rotation = 0; private static float rotation_speed = 0; Asteroid_Small(Image i, float x, float y, float rs, float sp) { me = i; Asteroid_Small.x = x; Asteroid_Small.y = y; Asteroid_Small.rotation_speed = rs; Asteroid_Small.speed = sp; } public void update(int delta) { x -= speed * delta; rotation += rotation_speed * delta; me.setRotation(rotation); } public void render(Graphics g) { g.drawImage(me, x, y); } } Task_Asteroid: package me.bleedobsidian.astroidjump; import java.util.TimerTask; public class Task_Asteroids extends TimerTask { public void run() { if(Asteroids.diff == 0) { int randImage = (int) (Math.random() * 4); int randHeight = (int) (Math.random() * 480); Asteroids.small.add(new Asteroid_Small(Asteroids.chooseSmallImage(randImage), Player.x + 960, randHeight, 0.05f, 0.04f)); } } }

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  • Trying to override onbeforeunload in first step of form wizard

    - by Dirty Bird Design
    This pertains to a form wizard with 5 steps, I don't want the user to hit back and lose form data in any step 2-4. I have added a flag for the submit function and need to add this one for the first step. If they get there by accident and try and leave I dont want the cofirm dialog popping up. <script type="text/javascript"> $(document).ready(function(){ var action_is_post = false; $("form").submit(function () { action_is_post = true; }); //this is the trouble spot. on the first step the "navigation" of the form has a class of current (on step one = current) $(this).ready(function () { if ($("#stepDesc0").is(".current")) { action_is_post = true; } ); window.onbeforeunload = confirmExit; function confirmExit() { if (!action_is_post) return 'Using the browsers back, refresh or close button will cause you to lose all form data. Please use the Next and Back buttons on the form.'; } }); </script>

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  • Trouble adding success flag to onbeforeunload

    - by Dirty Bird Design
    having issues with onbeforeunload. I have a long form broken into segments via a jquery wizard plug in. I need to pop a confirm dialog if you hit back, refresh, close etc on any step but need it to NOT POP the confirm dialog on click of the submit button. had it working, or at least I thought, it doesn't now. <script type="text/javascript"> var okToSubmit = false; window.onbeforeunload = function() { document.getElementById('Register').onclick = function() { okToSubmit = true; }; if(!okToSubmit) return "Using the browsers back button will cause you to lose all form data. Please use the Next and Back buttons on the form"; }; </script> 'Register' is the submit button ID. Please help!

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  • 12.04 Screen goes OFF and ON and hangs

    - by SKC
    i have installed ubuntu 12.04. while i'm using the screen goes off, comes back on (during which time, the system is not responsive) and this process repeats one more time in immediate succession after which the computer is responsive again. sometimes the system hangs indefinitely. sometimes the windows go blank. only the title bars are seen. i have tried re-installing the OS three times with no improvements. i have tried both 32 bit as well as 64 bit. i have no idea what the problem is and have tried hard to pin point that. i never had this prob till 11.10 my system config is as follow processor - 2nd gen intel core i7 (2660k) graphics - intel onboard HD graphics 3000 (no external graphics card) RAM - 4GB none of my friends seem to experience this problem. it really gets annoying as it happens really often. please advice

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  • How can I stop pixel seams appearing in adjacent mesh boundaries due to floating point imprecision?

    - by ufomorace
    Graphics cards are mathematically imprecise. So when some meshes are joined by their borders, the graphics card often makes mistakes and decides that some pixels at the seam represent neither object, and unwanted pixels appear. It's a natural behaviour on all graphics cards. How are such worries avoided in Pro Games? Batching? Shaders? Different tangent vectors? Merging? Overlaping seams? Dark backgrounds? Extra vertices at borders? Z precision? Camera distance tweaks? Screencap of a fix that ended up not working:

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  • troulbe adding success flag to onbeforeunload

    - by Dirty Bird Design
    having issues with onbeforeunload. I have a long form broken into segments via a jquery wizard plug in. I need to pop a confirm dialog if you hit back, refresh, close etc on any step but need it to NOT POP the confirm dialog on click of the submit button. had it working, or at least I thought, it doesn't now. <script type="text/javascript"> var okToSubmit = false; window.onbeforeunload = function() { document.getElementById('Register').onclick = function() { okToSubmit = true; }; if(!okToSubmit) return "Using the browsers back button will cause you to lose all form data. Please use the Next and Back buttons on the form"; }; </script> 'Register' is the submit button ID. Please help!

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  • How do professional games avoid showing pixel seams in adjacent mesh boundaries due to decimal imprecision?

    - by ufomorace
    Graphics cards are mathematically imprecise. So when some meshes are joined by their borders, the graphics card often makes mistakes and decides that some pixels at the seam represent neither object, and unwanted pixels appear. It's a natural behaviour on all graphics cards. How are such worries avoided in Pro Games? Batching? Shaders? Different tangent vectors? Merging? Overlaping seams? Dark backgrounds? Extra vertices at borders? Z precision? Camera distance tweaks? Screencap of a fix that ended up not working:

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  • No Sound via HDMI

    - by Goony Hill
    I have ubuntu installed on a Acer aspire revo 3700 intel atom processor with nvidia ion graphics this is plugged into a celcus 32 inch TV via HDMI (1080p). The video driver shows as an nvidia which I can select. I have set the sound to play via HDMI and the output to HDMI but get no sound. I have tried a sony 1080i TV with the box but get eratic results with the graphics, but the sound picks up straight away that is there is no need to select it. The graphics on the celcus TV work but I get a dialog box showing loads of different resolutions and frequencies which I have to close manually, these appear to be attempts to set different resolutions for the TV. Am I missing some sort of screen/sound driver, if so does anyone know what might support the celcus 32 inch (1080p) tv?

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  • Display a summary of form element values before submit

    - by Dirty Bird Design
    Using jquery formtowizard.js with an ajax submit. I want the last step of the form to display a summary of all form fields that were filled out. I can get it to work in isolated test cases, but not in full use. Form <form id="Commission" method="post" action="PHP/CommissionsSubmit.php"> <fieldset id="Initial"> <legend>Enter Your Information</legend> <ul> <li> <label for="FName">First Name*</label><input type="text" name="FName" id="FName"> </li> //repeat many li's </ul> </fieldset> <fieldset> <legend>Second Step</legend> //more li's </fieldset> <fieldset> <legend>Confirmation</legend> <span id="CFName"></span> </fieldset> </form> the jquery to get "#CFName" value $('#FName').keyup(function() { $('#CFName').val($(this).val()); }); I can't get the value to appear in the span "#CFName"... Could this have to do with the "serialize" function or anything going on with my $ajax submit function? its happening before submit... Please help! I apologize, but I've gone back and forth with "#CFName" being a span and an input, using .val and .html respectively

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  • applying a var to an if statement jquery

    - by Dirty Bird Design
    Need to apply a var to a statement if its conditions are met, this syntax isn't throwing errors but its not working. <script type="text/javascript"> $(document).ready(function(){ var action_is_post = false; //stuff here $(this).ready(function () { if ($("#stepDesc0").is(".current")) { action_is_post = true; } }); //stuff here </script> should I use something other than .ready? Do I even need the $(this).ready(function ()... part? I need it to apply the var when #stepDesc0 has the class current.

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  • screen driver problem

    - by exilada
    I have Intel HD 3000 graphics card onboard and nvidia 520 mx optimus techolonogy card. I was try to install Nvidia driver but it was failure. Now I cant use anything. Have one resolution 640x480 every media disconnected and I cant connect $ xrandr Screen 0: minimum 320 x 200, current 640 x 480, maximum 8192 x 8192 LVDS1 connected 640x480+0+0 (normal left inverted right x axis y axis) 344mm x 194mm 640x480 59.9* VGA1 disconnected (normal left inverted right x axis y axis) HDMI1 disconnected (normal left inverted right x axis y axis) DP1 disconnected (normal left inverted right x axis y axis) lspci | grep VGA 00:02.0 VGA compatible controller: Intel Corporation 2nd Generation Core Processor Family Integrated Graphics Controller (rev 09 ) glxinfo | grep vendor server glx vendor string: SGI client glx vendor string: Mesa Project and SGI OpenGL vendor string: Tungsten Graphics, Inc Blockquote something wrong here I guess I try to some solutions but didnt work even it cant nvidia-xconfig file after these By the way system get eror sometimes about xorg Sorry for my English thaks for help.

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  • How to use NVIDIA GeForce M310 on Ubuntu 12.10 running as guest in Virtualbox?

    - by huub
    Last couple of weeks played around with Ubuntu 12.10. This is running as a guest on Virtualbox hosted at Windows 7. There have been some challenges with the Unity 3D stuff. Particular due to not supporting X11 release 1.13 till very recently. Since today we are able to download Virtualbox version 4.2.2 which has through guest additions also support for X11 release 1.13. SO far great work everybody. Since Unity now only runs in 3D mode it would be nice to access the graphics card directly from Virtualbox. lshw -c display shows: VGA compatible controller; product: VirtualBox Graphics Adapter. QUESTION: how to get the 3D and other graphics directly supported by the hardware ie Nvidia GeForce M310

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