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  • How do I show a minimap in a 3D world?

    - by Bubblewrap
    Got a really typical use-case here. I have large map made up of hexagons and at any given time only a small section of the map is visible. To provide an overview of the complete map, I want to show a small 2D representation of the map in a corner of the screen. What is the recommended approach for this in libgdx? Keep in mind the minimap must be updated when the currently visible section changes and when the map is updated. I've found SpriteBatch(info here), but the warning label on it made me think twice: A SpriteBatch is a pretty heavy object so you should only ever have one in your program. I'm not sure I'm supposed to use the one SpriteBatch that I can have on the minimap, and I'm also not sure how to interpret "heavy" in this context. Another thing to possibly keep in mind is that the minimap will probably be part of a larger UI, is there any way to integrate these two?

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  • Help me get started in TDD for web development

    - by Snow_Mac
    I've done a tiny, tiny bit of TDD in building an app for a company that I interned with. We used lots of mocking and wrote lots of assert statements, after reading lots of blogs, I'm convinced that TDD is the way to go, but how do you go about TDD web applications? My main framework is Yii in PHP. My main questions are: What do you test? Models? Controllers? Views? How do you know if the output is correct? All my web apps interact with a DB, are there cavets to that and gotchas? Can I do testing in Netbeans? Can you test form elements or just strictly objects & methods?

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  • Online examples for software design diagrams

    - by Gerenuk
    Do you know where I can find a good example of software design diagrams and specs on the internet? Like UML, specs and similar. I'd like to understand this approach better. Before I just started coding and now I'd like plan more in advance. By diagrams I don't mean made-up examples, but something that would actually be used. Also it shouldn't be so trivial that there is no use of using diagrams. Ideally it shouldn't be too large either. Do you know a good online source? (this question is about online resources and specific examples only. it is not asking about books or advise how to learn software design.)

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  • How to Setup Software RAID for a Simple File Server on Ubuntu

    - by Sysadmin Geek
    Do you need a file server on the cheap that is easy to setup, “rock solid” reliable with Email Alerting? will show you how to use Ubuntu, software RAID and SaMBa to accomplish just that Latest Features How-To Geek ETC How To Boot 10 Different Live CDs From 1 USB Flash Drive The 20 Best How-To Geek Linux Articles of 2010 The 50 Best How-To Geek Windows Articles of 2010 The 20 Best How-To Geek Explainer Topics for 2010 How to Disable Caps Lock Key in Windows 7 or Vista How to Use the Avira Rescue CD to Clean Your Infected PC Install LibreOffice via PPA and Receive Auto-Updates in Ubuntu Creative Portraits Peek Inside the Guts of Modern Electronics Scenic Winter Lane Wallpaper to Create a Relaxing Mood Access Your Web Apps Directly Using the Context Menu in Chrome The Deep – Awesome Use of Metal Objects as Deep Sea Creatures [Video] Convert or View Documents Online Easily with Zoho, No Account Required

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  • How do I word my url so that it doesn't get blocked or appear spammy

    - by user18681
    I'm creating a fairly large site. Will my links appear spammy if I use the same word as in the pathfile in the url? For example: www.example.com/apples/great-apple-recipes www.example.com/apples/fresh-apple-pie www.example.com/apples/delicious-apple-turnovers I do not want my link to appear spammy. But is it ok if the keyword is almost always the same as in the pathfile on a huge site? Does the pathfile count as part of the keyword? Also, how many words in total should a url (including pathfile etc...) be?

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  • Ogre3D : seeking advices about game files management

    - by Tibor
    I'm working on a new game, and its related level editor, based on Ogre3D. I was thinking about how i could manage the game files, knowing that Ogre use .mesh files for models, .material for materials/texture information etc... . At first i thought about a common .zip folder decompressed at runtime (the same way Torchlight and Ogre samples do). But this way the game assets become a monolithic archive, loading takes time, and could be difficult to eventually patch them. So, let's say i have a game object named "Cube" i want to load in my program. Going for modularity, what if i create a compressed file (using zlib compression routines) named Cube.extname, containing its sub-files Cube.mesh, Cube.material and so on ? Are there any alternatives or should i stick with compressed objects? PS: Just to clear things, the answer is unrelated to my program code, at the moment i'm using "resources.cfg" pointing to the OgreSDK media directory.

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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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  • Should Site Title be Before or After Page Title?

    - by NickAldwin
    Apologies if this is a dupe. I tried searching, but didn't find anything specifically addressing this concern. When creating a large(ish) site, page titles usually reference both the site name and the current page name. However, it seems there are two main conventions: Bob's Awesome Site - Contact Page and Contact Page - Bob's Awesome Site I've looked around, and pages usually use one of the two variants above. Is there any reason to use one over the other? SEO/readability/usability/etc? I've thought about it, and have only come up with: Page first - Differentiates the tab when the browser is crowded with lots of tabs Site first - Immediately see the "parent" site, so to speak; more cohesive experience

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  • How do you handle increasingly long compile times when working with templates?

    - by Ghita
    I use Visual Studio 2012 and he have cases where we added templates parameters to a class "just" in order to introduce a "seam point" so that in unit-test we can replace those parts with mock objects. How do you usually introduce seam points in C++: using interfaces and/or mixing based on some criteria with implicit interfaces by using templates parameters also ? One reason to ask this is also because when compiling sometimes a single C++ file (that includes templates files, that could also include other templates) results in an object file being generated that takes in the order of around 5-10 seconds on a developer machine. VS compiler is also not particularly fast on compiling templates as far as I understand, and because of the templates inclusion model (you practically include the definition of the template in every file that uses it indirectly and possibly re-instantiate that template every time you modify something that has nothing to do with that template) you could have problems with compile times (when doing incremental compiling). What are your ways of handling incremental(and not only) compile time when working with templates (besides a better/faster compiler :-)).

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  • Getting isometric grid coordinates from standard X,Y coordinates

    - by RoryHarvey
    I'm currently trying to add sprites to an isometric Tiled TMX map using Objects in cocos2d. The problem is the X and Y metadata from TMX object are in standard 2d format (pixels x, pixels y), instead of isometric grid X and Y format. Usually you would just divide them by the tile size, but isometric needs some sort of transform. For example on a 64x32 isometric tilemap of size 40 tiles by 40 tiles an object at (20,21)'s coordinates come out as (640,584) So the question really is what formula gets (20,21) from (640,584)?

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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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  • problem on static link to libsmbclient.a

    - by Rex
    I've tried to develop a library using libsmbclient-dev to access net share folders. I wish to static link libsmbclient.a in my project , but a lot of error happens when I tried to static link it, it seems that the libsmbclient.a doesn't include some objects it needed , while everything goes well with libsmbclient.so. Because my project need to support various linux versions like centOS , Ubuntu ..., we wish not to install libsmbclient-dev everywhere. Can anybody tell me that if I can static link this libsmbclient.a in an easy way ? Or what kind of installation strategy should I take to cause less trouble to users? If anyone have use this library to develop projects before , can you tell me how you deal with this case? Thank you very much!!!

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  • Scrolling Box2D DebugDraw

    - by onedayitwillmake
    I'm developing a game using Box2D (javascript implementation - Box2DWeb), and I would like to know how I can pan the debug draw. I know the usual answer is - don't use debug draw, it's just for debugging. I'm not, however not all my objects are on the same screen, and i'd like to see where they are in the physics representation. How can I pan the debug drawing? As you can see the debug draw stuff, is show on the top left, but it only shows a small part of the world. Here is an example of what I mean: http://onedayitwillmake.com/ChuClone/ The game is open source, If you'd like to poke through and note something that perhaps i'm doing something that is obviously wrong: https://github.com/onedayitwillmake/ChuClone Here's my hacky way that I'm using now to scroll the b2DebugDraw view, in which I added a property offsetX and offsetY into b2DebugDraw

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  • Looking for information on Scholastic BASIC programming books from the mid-1980s

    - by Jason Berkan
    My very first introduction to programming was in grade school, when I would purchase books full of BASIC code listings from the Scholastic school catalogue. Lately I have been searching teh Internetz for information on these books, but without any success. Does anyone know or remember anything about these books? All I can recall is that they were large paperbacks full of various BASIC code listings, some of which were game like. They all included instructions on how to modify the code listings for the different systems of the day, and I distinctly remember that they would always ask for a number in order to seed the RANDOMIZE command (since I figured out on my own that RANDOMIZE TIMER eliminated the need for the question and answer).

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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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  • 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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  • how to transform child elements position into a world position

    - by MrGreg
    So Im making a 2d space game and I have a bunch of spaceships that have turrets. Objects have a position and orientation, the ships being in world coordinates while the turrets are children and coordinates are relative to their parents. How do I efficiently calculate the position of a turret in world coordinates (i.e. when it fires and I need to know where to place a bullet in the world)? Calculating the turrets orientation is trivial - I just add the turrets relative angle to its parents. For position though, I guess I could do a bunch of trigonometry but this MUST be a common problem with a good/fast general solution? Should I be relearning how to do matrix math again? :) btw - Im creating the game in javascript+canvas but its the math/algorithm im interested in here Cheers, Greg

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  • I want to consolidate two sites into a third. Will my search engine rankings be penalized if I rewrite and redirect pages one by one?

    - by Patrick Kenny
    I have two Drupal sites with different content-- let's call them Apple and Orange. I recently developed a much more sophisticated third Drupal site-- let's call it Tree. For a large number of reasons, the content on Apple and Orange is useful for the users of Tree, so I want to move the content to Tree. However, much of the content is out of date. (This whole process took about five years.) To update the content, I will rewrite it one article at a time myself. Now here's my question: if I move the articles one by one (as I rewrite them) and then redirect the old articles (using a 301 redirect) on Apple/Orange to the new site on Tree, will this have a huge negative effect on my search engine rankings? Is there a good way to redirect among sites when they merge like this, or would I be better off keeping the old articles on Apple/Orange and simply linking them to the new, rewritten articles on Tree?

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  • Which JavaScript carousel zooms blocks from the playlist?

    - by Iain Hallam
    I saw a carousel/slider for displaying featured content a while ago that does something that most don't. It started fairly simply, with the top feature large, and a playlist to the side of other featured stories: Feature 1 then began to slide towards the bottom right, while feature 2 moved to occupy the main slot, and the previews of features 3 and 4 moved up: The slider had now completed a whole swap, and was ready to do the same thing with feature 3. My Google-fu seems to be lacking in finding this again; does anyone know of this slider? I think it was based on one of the frameworks, but I'm not sure whether it was jQuery or one of the others.

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  • Object-Oriented OpenGL

    - by Sullivan
    I have been using OpenGL for a while and have read a large number of tutorials. Aside from the fact that a lot of them still use the fixed pipeline, they usually throw all the initialisation, state changes and drawing in one source file. This is fine for the limited scope of a tutorial, but I’m having a hard time working out how to scale it up to a full game. How do you split your usage of OpenGL across files? Conceptually, I can see the benefits of having, say, a rendering class that purely renders stuff to screen, but how would stuff like shaders and lights work? Should I have separate classes for things like lights and shaders?

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  • Having a generic data type for a database table column, is it "good" practice?

    - by Yanick Rochon
    I'm working on a PHP project where some object (class member) may contain different data type. For example : class Property { private $_id; // (PK) private $_ref_id; // the object reference id (FK) private $_name; // the name of the property private $_type; // 'string', 'int', 'float(n,m)', 'datetime', etc. private $_data; // ... // ..snip.. public getters/setters } Now, I need to perform some persistence on these objects. Some properties may be a text data type, but nothing bigger than what a varchar may hold. Also, later on, I need to be able to perform searches and sorting. Is it a good practice to use a single database table for this (ie. is there a non negligible performance impact)? If it's "acceptable", then what could be the data type for the data column?

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  • How do you off load work from the database?

    - by TheLQ
    In at least the web development field, web servers are everywhere but are backed by very few database servers. As web servers get hit with requests they execute large queries on the database, putting the server under heavy load. While web servers are very easy to scale, db servers are much harder (at least from what I know), making them a precious resource. One way I've heard from some answers here to take load off the database is to offload the work to the web server. Easy, until you realize that now you've got a ton of traffic internally as a web server tries to run SELECT TOP 3000 (presumably to crunch the results on its own), which still slows things down. What are other ways to take load off the database?

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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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  • Using dot To Access Object Attribute and Proper abstraction

    - by cobie
    I have been programming in python and java for quite a number of years and one thing i find myself doing is using the setters and getters from java in python but a number of blogs seem to think using the dot notation for access is the pythonic way. What I would like to know is if using dot to access methods does not violate abstraction principle. If for example I implement an attribute as a single object and use dot notation to access, if I wanted to change the code later so that the attribute is represented by a list of objects, that would require quite some heavy lifting which violates abstraction principle.

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  • What is the difference between these senior software engineer titles?

    - by stackoverflowuser2010
    I'm currently a senior research software engineer at a large company and am being offered a "senior staff engineer" position somewhere else. I am not sure if the new position's title conveys a sideways move or an advancement. So, all other things being roughly equal (salary, domain of expertise, etc.), what is the external difference between these software engineer titles (in general and regardless of any particular company, if possible): senior engineer senior research engineer senior staff engineer member of technical staff principal engineer Edit: Let me elaborate on "member of technical staff" since it's kind of uncommon. I think it's a high title, commonly associated with research. I know that Oracle, VMWare, and the old Bell Labs have these titles. See: Member of Technical Staff . I know what it means, but I don't know how it stacks up against the other titles, which is why I asked.

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