Search Results

Search found 32035 results on 1282 pages for 'view model'.

Page 353/1282 | < Previous Page | 349 350 351 352 353 354 355 356 357 358 359 360  | Next Page >

  • How can I import models from Blender into jMonkeyEngine?

    - by Nathan Sabruka
    I have some blender model files (Blender version 2.6) which I would like to use with the jMonkeyEngine SDK. However, when I use Blender's native .obj exporter, I can't import it in jMonkeyEngine (the model simply fails to import or looks messed up). I've tried importing .obj files or .blend files directly into the jMonkeyEngine SDK to no avail. I've also tried to use various OGRE exporters to export .scene and .material files, but only the .scene file is created. Is there a simple way to simply export files from Blender into the jMonkeyEngine SDK? EDIT: I seem to have found something in Blender. When I go under addons, there's a warning in the OGRE exporter; "'.mesh' output requires OgreCommandLineTools". However, I have already installed those tools under the C drive. Has anyone else encountered this issue?

    Read the article

  • C-Objective Function

    - by nimbus
    I'm unsure about how to make MWE with C-Obective, so if you need anything else let me know. I am trying running through a tutorial on building an iPhone app and have gotten stuck defining a function. I keep getting an error message saying "use of undeclared indentifer." However I believe I have initiated the function. In the view controller I have: if (scrollAmount > 0) { moveViewUp = YES; [scrollTheView:YES]; } else{ moveViewUp = NO; } with the function under it - (void)scrollTheView:(BOOL)movedUp { [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:0.3]; CGRect rect = self.view.frame; if (movedUp){ rect.origin.y -= scrollAmount; } else { rect.origin.y += scrollAmount; } self.view.frame = rect; [UIView commitAnimations]; } I have initiated the function in the header file (that I have imported). - (void)scrollTheView:(BOOL)movedUp; Any help would be appreciated, thank you in advanced

    Read the article

  • Looking Under the Hood of ...

    - by rickramsey
    copyright 2012 Rob Lang Fair is fair. Our last post featured a conversation with the beautiful and talented Eva Mendez, so today we're featuring something for those of you who prefer the other gender of our fair species. This dude has quite the hardware challenge ahead of him. He hasn't begun to find out what's really under that hood. Life is much easier for you and me, thanks to Jeff Wright and Suzanne Zorn. They wrote a wicked cool article about Oracle VM Server for SPARC. Here's a little bit about it... Looking Under the Hood of Networking in Oracle VM Server for x86 Oracle VM Server for SPARC lets you create logical networks out of physical Ethernet ports, bonded ports, VLAN segments, virtual MAC addresses (VNICs), and network channels. You can then assign channels (or "roles") to each logical network so that it handles the type of traffic you want it to. Greg King explains how you go about doing this, and how Oracle VM Server for SPARC implements the network infrastructure you configured. He also describes how the VM interacts with paravirtualized guest operating systems, hardware virtualized operating systems, and VLANs. Finally, he provides an example that shows you how it all looks from the VM Manager view, the logical view, and the command line view of Oracle VM Server for x86. More Resources for Oracle VM Server for x86 If you liked Greg and Suzanne's paper, you can ... Download Oracle VM Server for x86 here Find technical resources for Oracle VM Server for x86 here Now, if we could just come up with a name for this awesome product that doesn't feel like I'm talking with a mouthful of marbles ... :-) - Rick Website Newsletter Facebook Twitter

    Read the article

  • Problems in exporting terrain from autodesk 3ds

    - by Jatin Kumar
    i am trying to make small counter strike sort of game and for the terrain part i have exported the terrain in 3ds format from Autodesk 3ds-max and imported the same in opengl using lib3ds. Its working fine but with few problems: The terrain is mainly made up of some cubical boxes with texture on them and placed on a big flat surface with boundary wall. In opengl i have enabled anti aliasing but still there is too much aliasing on the boundaries (visible when rotating the camera). I have tiled the floor with some image but in opengl it is just the single image stretched over the complete surface. I have exported animated model (Skelton+mesh+material+animation) from 3ds and used cal3d library for reading the same. Model has a gun also which is not appearing in opengl and it too has too much of aliasing problem. I have googled around but couldn't find any relevant solutions. Thanks in advance

    Read the article

  • Oracle Brings Analytics to Project Management

    - by Sylvie MacKenzie, PMP
    Excerpt from PROFIT - ORACLE - by Alison Weiss  Nonprofit and for-profit organizations have many differences, but there is one way they are alike—managers struggle with huge amounts of data generated every day. Project data by itself has limited use—but any organization that can gain insight to make accurate predictions or to use resources more effectively can gain an operational advantage. Oracle’s Primavera P6 Analytics 2.0 business intelligence solution enables organizations using Oracle’s Primavera P6 Professional Project Management to do just that: identify critical issues and uncover trends in stores of project data. Primavera P6 Analytics provides management with the ability to look at not only how a single effort is progressing, but also how the entire organization is doing from a project perspective. The latest release includes new features that make it even easier to gather and analyze critical information. For example, the addition of geocoding gives Primavera P6 Analytics users the ability to track resources geographically on longitude and latitude and use a map to get an overall view of how projects, programs, and activities are deployed. “A nonprofit with relief projects in Vietnam, for example, can drill down to the project and get a world view and a regional view,” says Yasser Mahmud, vice president of product strategy and industry marketing in Oracle’s Primavera Global Business Unit. “Then they can drill down further to show statistics; key performance indicators; and how that program, portfolio, or project work is actually getting done.” The addition of new mobile capabilities to Primavera P6 Analytics puts deep-dive analysis into project managers’ hands with compatibility with major tablet operating systems. Now, nonprofits or for-profits working in remote locations can provide real-time visibility into projects to alert management if issues are occurring that need to be addressed immediately. “Primavera P6 Analytics generates information that can help organizations improve their utilization and trim down overall operating costs,” says Mahmud. “But more importantly, it gives organizations improved visibility.”

    Read the article

  • Android threads trouble wrapping my head around design

    - by semajhan
    I am having trouble wrapping my head around game design. On the android platform, I have an activity and set its content view with a custom surface view. The custom surface view acts as my panel and I create instances of all classes and do all the drawing and calculation in there. Question: Should I instead create the instances of other classes in my activity? Now I create a custom thread class that handles the game loop. Question: How do I use this one class in all my activities? Or do I have to create a separate instance of the extended thread class each time? In my previous game, I had multiple levels that had to create an instance of the thread class and in the thread class I had to set constructor methods for each separate level and in the loop use a switch statement to check which level it needs to render and update. Sorry if that sounds confusing. I just want to know if the method I am using is inefficient (which it probably is) and how to go about designing it the correct way. I have read many tutorials out there and I am still having lots of trouble with this particular topic. Maybe a link to a some tutorials that explain this? Thanks.

    Read the article

  • Nothing drawing on screen OpenGL with GLSL

    - by codemonkey
    I hate to be asking this kind of question here, but I am at a complete loss as to what is going wrong, so please bear with me. I am trying to render a single cube (voxel) in the center of the screen, through OpenGL with GLSL on Mac I begin by setting up everything using glut glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGBA|GLUT_ALPHA|GLUT_DOUBLE|GLUT_DEPTH); glutInitWindowSize(DEFAULT_WINDOW_WIDTH, DEFAULT_WINDOW_HEIGHT); glutCreateWindow("Cubez-OSX"); glutReshapeFunc(reshape); glutDisplayFunc(render); glutIdleFunc(idle); _electricSheepEngine=new ElectricSheepEngine(DEFAULT_WINDOW_WIDTH, DEFAULT_WINDOW_HEIGHT); _electricSheepEngine->initWorld(); glutMainLoop(); Then inside the engine init camera & projection matrices: cameraPosition=glm::vec3(2,2,2); cameraTarget=glm::vec3(0,0,0); cameraUp=glm::vec3(0,0,1); glm::vec3 cameraDirection=glm::normalize(cameraPosition-cameraTarget); cameraRight=glm::cross(cameraDirection, cameraUp); cameraRight.z=0; view=glm::lookAt(cameraPosition, cameraTarget, cameraUp); lensAngle=45.0f; aspectRatio=1.0*(windowWidth/windowHeight); nearClippingPlane=0.1f; farClippingPlane=100.0f; projection=glm::perspective(lensAngle, aspectRatio, nearClippingPlane, farClippingPlane); then init shaders and check compilation and bound attributes & uniforms to be correctly bound (my previous question) These are my two shaders, vertex: #version 120 attribute vec3 position; attribute vec3 inColor; uniform mat4 mvp; varying vec3 fragColor; void main(void){ fragColor = inColor; gl_Position = mvp * vec4(position, 1.0); } and fragment: #version 120 varying vec3 fragColor; void main(void) { gl_FragColor = vec4(fragColor,1.0); } init the cube: setPosition(glm::vec3(0,0,0)); struct voxelData data[]={ //front face {{-1.0, -1.0, 1.0}, {0.0, 0.0, 1.0}}, {{ 1.0, -1.0, 1.0}, {0.0, 1.0, 1.0}}, {{ 1.0, 1.0, 1.0}, {0.0, 0.0, 1.0}}, {{-1.0, 1.0, 1.0}, {0.0, 1.0, 1.0}}, //back face {{-1.0, -1.0, -1.0}, {0.0, 0.0, 1.0}}, {{ 1.0, -1.0, -1.0}, {0.0, 1.0, 1.0}}, {{ 1.0, 1.0, -1.0}, {0.0, 0.0, 1.0}}, {{-1.0, 1.0, -1.0}, {0.0, 1.0, 1.0}} }; glGenBuffers(1, &modelVerticesBufferObject); glBindBuffer(GL_ARRAY_BUFFER, modelVerticesBufferObject); glBufferData(GL_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); const GLubyte indices[] = { // Front 0, 1, 2, 2, 3, 0, // Back 4, 6, 5, 4, 7, 6, // Left 2, 7, 3, 7, 6, 2, // Right 0, 4, 1, 4, 1, 5, // Top 6, 2, 1, 1, 6, 5, // Bottom 0, 3, 7, 0, 7, 4 }; glGenBuffers(1, &modelFacesBufferObject); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelFacesBufferObject); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); and then the render call: glClearColor(0.52, 0.8, 0.97, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); //use the shader glUseProgram(shaderProgram); //enable attributes in program glEnableVertexAttribArray(shaderAttribute_position); glEnableVertexAttribArray(shaderAttribute_color); //model matrix using model position vector glm::mat4 mvp=projection*view*voxel->getModelMatrix(); glUniformMatrix4fv(shaderAttribute_mvp, 1, GL_FALSE, glm::value_ptr(mvp)); glBindBuffer(GL_ARRAY_BUFFER, voxel->modelVerticesBufferObject); glVertexAttribPointer(shaderAttribute_position, // attribute 3, // number of elements per vertex, here (x,y) GL_FLOAT, // the type of each element GL_FALSE, // take our values as-is sizeof(struct voxelData), // coord every (sizeof) elements 0 // offset of first element ); glBindBuffer(GL_ARRAY_BUFFER, voxel->modelVerticesBufferObject); glVertexAttribPointer(shaderAttribute_color, // attribute 3, // number of colour elements per vertex, here (x,y) GL_FLOAT, // the type of each element GL_FALSE, // take our values as-is sizeof(struct voxelData), // coord every (sizeof) elements (GLvoid *)(offsetof(struct voxelData, color3D)) // offset of colour data ); //draw the model by going through its elements array glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, voxel->modelFacesBufferObject); int bufferSize; glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_SIZE, &bufferSize); glDrawElements(GL_TRIANGLES, bufferSize/sizeof(GLushort), GL_UNSIGNED_SHORT, 0); //close up the attribute in program, no more need glDisableVertexAttribArray(shaderAttribute_position); glDisableVertexAttribArray(shaderAttribute_color); but on screen all I get is the clear color :$ I generate my model matrix using: modelMatrix=glm::translate(glm::mat4(1.0), position); which in debug turns out to be for the position of (0,0,0): |1, 0, 0, 0| |0, 1, 0, 0| |0, 0, 1, 0| |0, 0, 0, 1| Sorry for such a question, I know it is annoying to look at someone's code, but I promise I have tried to debug around and figure it out as much as I can, and can't come to a solution Help a noob please? EDIT: Full source here, if anyone wants

    Read the article

  • FigurePrint Brings Your Minecraft Creations to Life

    - by Jason Fitzpatrick
    If you love Minecraft so much you wish your finest creations could sit on your desk, FigurePrint is happy to oblige with a little 3D printing magic. Using their helper app you can export a section of your Minecraft world, big or small, upload it to their servers, and receive a full-color 3D printed model of it in the mail. The pricing is based on the size and complexity of model. Hit up the link to read more about their Minecraft printing services (as well as their Xbox Live avatar printing and World of War Craft printing). FigurePrint: Minecraft [via Wired] How To Delete, Move, or Rename Locked Files in Windows HTG Explains: Why Screen Savers Are No Longer Necessary 6 Ways Windows 8 Is More Secure Than Windows 7

    Read the article

  • Audio Stutters at gdm

    - by Allan
    Ok I have a problem every 2 times out of 3 I login (I cant be specific it fairly random) I get a Stuttering GDM warning (not the login sound just the Bell sound to wake you up) the only way to stop it is to login I have a Fujitsu Siemens Amilo 1718 with a 2gig of memory (only hardware mod) using 10.10 Maverick and I have disabled KMS as my system was freezing as per the release notes. The only time this has happened before on the same machine was when I gave Kubuntu a try when 10.04 came out then it happened at the login screen and at random times while listening to music in any program. By the way audio is fine as is almost everything else once I have logged in. I would like an answer to this as I am an advocate of Ubuntu and its kind of embarrassing when the first thing that happens is *bing*. as requested Daniel alsa-info Pulse verbose log Not sure how useful the pulse log will be as I cant replicate the bug with a terminal open but I wouldnt be asking the question if I knew the answer so..... Edit 24/12/2010 ......been living on cocktail sausages and pickled onions for five days now made a make shift splint with cocktail sticks..... oops so updated the alsa drivers but I still get the same message in the dmesg No response from codec, disabling MSI: last cmd=0x10a90000 googleing it brings up a forum post from some other distro with a green logo the only common denominator seems to be graphics ie ATI Radeon XPRESS 200M which is why I have had to turn of kms as the chip is so old that small mice try to eat the "kernel" ;) funnily enough following the bug link at the end of the post, I found a comment about "Ubuntu Black Magic" so mabey I am coming at this from the wrong angle...... Bad Joo Joo any one. I will try the second part of Daniels Fix and Update with the result. The final Edit: (Plays air guitar) In the end neither of these solved the problem as such However I have given Roland a tick for reminding me of the solution and I gave Daniel the Bounty for the effort in trying to solve the problem. The answer for future readers was the enable the correct HD Audio Model I found the answer back when using Karmic Koala 9.10 in this forum post Amilo Li1718 Skype - Can't get it working... the model is options snd-hda-intel model=3stack position_fix=1 enable=yes which can be added to the end of alsa-base.conf thanks all for helping and hope anyone with a similar problem will find the answer here.

    Read the article

  • Incomplete mesh using DrawIndexedPrimitives after rotating mesh

    - by user1278255
    Through help on this site I was able to draw the triangles of an unrotated, nonscaled nontransformed mesh created in Blender and exported to OBJ, accurately imported through Assimp and rendered in XNA Graphics. However after applying rotation on a single axis in Blender(Z) and adding materials(I wanted to test loading of materials through Assimp) the same mesh appears incomplete. Is something wrong with my view matrix or is it something else? This is what the unrotated mesh looks like: http://www.4shared.com/photo/qXNUSvxtba/okcube.html Here is the rotated mesh: http://www.4shared.com/photo/HAys2rWvba/badcube.html Camera, View and Projection are defined as follows: cameraPos = new Vector3(0, 5, 9); viewMatrix = Matrix.CreateLookAt(cameraPos, new Vector3(0, 0, 1), new Vector3(0, 1, 0)); projectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, device.Viewport.AspectRatio, 1.0f, 200.0f); Rendering is done through this code: device.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.DarkSlateBlue, 1.0f, 0); effect = new BasicEffect(GraphicsDevice); effect.VertexColorEnabled = true; effect.View = viewMatrix; effect.Projection = projectionMatrix; effect.World = Matrix.Identity; foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); device.SetVertexBuffer(vertexBuffer); device.Indices = indexBuffer; device.DrawIndexedPrimitives(Microsoft.Xna.Framework.Graphics.PrimitiveType.TriangleList, 0, 0, oScene.Meshes[0].VertexCount, 0, mMesh.FaceCount); } base.Draw(gameTime);

    Read the article

  • Star Trek inspired home automation visualisation

    - by Zak McKracken
    I’ve always been a more or less active fan of Star Trek. During the construction phase of my house I started coding a GUI for controlling the house which has an EIB. Just for fun I designed a version inspired by the LCARS design used in Star Trek TNG and showed this to my wife. I showed her several designs before but this was the only one, she really liked. So I decided to go on with this. I started a C# WinForms application. The software runs on a wall mounted Shuttle Barebone-PC. First plan was an industrial panel-pc but the processor was too slow. The now-used Atom is ok. I started with the LCARS-controls found on Codeproject. Since the classic LCARS design divides the screen into two parts this tended to be impracticable, so I used my own design For now the software is able to: Switch lights/wall outlets Show current temperatures for all room controllers Show outside temperature with a 24h trend chart Show the status of the two heat pumps Provide an alarm clock (e.g. for cooking) Play internet radio streams Control absence Mute the door bell Speak status messages via speech synthesis For now, I’m working on an integration of my electric meter. The main heat pump and the electric meter are connected to my LAN. I also tried some speech recognition, but I’ve problems with the microphone. I't’s working when you are right in front of the PC, but not far away, let’s say on the other side of the room. So this is the main view. The table displays raw values which are sent over the EIB – completely useless but looks great For each floor I have a different view. Here you can see the temperatures and check the status of the lights (the buttons are blinking when a light is switched on) This is the view for the heat pump:   Next step would be to integrate a control of my squeezebox server (I use different Squeezeboxes through the house as a multiroom audio solution)

    Read the article

  • asus n550jv audio problem: no sound from notebook' speakers

    - by skywalker
    Ubuntu 13.10. The problem is: the internal speakers don't work. I have no problem when I'm using the headphones. There is no hardware issue since in windows 8 everything works perfectly(external subwoofer included). I'm trying to modify /etc/modprobe.d/alsa-base.conf but I can't find the correct model to put into: options snd-hda-intel model= The file HD-Audio-Models.txt doesn't contain the model for ALC668. Some info: :~sudo aplay -l **** List of PLAYBACK Hardware Devices **** card 0: MID [HDA Intel MID], device 3: HDMI 0 [HDMI 0] Subdevices: 1/1 Subdevice #0: subdevice #0 card 0: MID [HDA Intel MID], device 7: HDMI 1 [HDMI 1] Subdevices: 1/1 Subdevice #0: subdevice #0 card 0: MID [HDA Intel MID], device 8: HDMI 2 [HDMI 2] Subdevices: 1/1 Subdevice #0: subdevice #0 card 1: PCH [HDA Intel PCH], device 0: ALC668 Analog [ALC668 Analog] Subdevices: 0/1 Subdevice #0: subdevice #0 :~$ sudo lspci -v | grep -A7 -i "audio" 00:03.0 Audio device: Intel Corporation Xeon E3-1200 v3/4th Gen Core Processor HD Audio Controller (rev 06) Subsystem: Intel Corporation Device 2010 Flags: bus master, fast devsel, latency 0, IRQ 52 Memory at f7a14000 (64-bit, non-prefetchable) [size=16K] Capabilities: [50] Power Management version 2 Capabilities: [60] MSI: Enable+ Count=1/1 Maskable- 64bit- Capabilities: [70] Express Root Complex Integrated Endpoint, MSI 00 Kernel driver in use: snd_hda_intel -- 00:1b.0 Audio device: Intel Corporation 8 Series/C220 Series Chipset High Definition Audio Controller (rev 04) Subsystem: ASUSTeK Computer Inc. Device 11cd Flags: bus master, fast devsel, latency 0, IRQ 53 Memory at f7a10000 (64-bit, non-prefetchable) [size=16K] Capabilities: [50] Power Management version 2 Capabilities: [60] MSI: Enable+ Count=1/1 Maskable- 64bit+ Capabilities: [70] Express Root Complex Integrated Endpoint, MSI 00 Capabilities: [100] Virtual Channel PS info :~$ amixer -c 0 Simple mixer control 'IEC958',0 Capabilities: pswitch pswitch-joined Playback channels: Mono Mono: Playback [on] Simple mixer control 'IEC958',1 Capabilities: pswitch pswitch-joined Playback channels: Mono Mono: Playback [on] Simple mixer control 'IEC958',2 Capabilities: pswitch pswitch-joined Playback channels: Mono Mono: Playback [on] :~$ pacmd dump-volumes Welcome to PulseAudio! Use "help" for usage information. Sink 0: reference = 0: 76% 1: 76%, real = 0: 76% 1: 76%, soft = 0: 100% 1: 100%, current_hw = 0: 76% 1: 76%, save = yes Input 8: volume = 0: 100% 1: 100%, reference_ratio = 0: 100% 1: 100%, real_ratio = 0: 100% 1: 100%, soft = 0: 100% 1: 100%, volume_factor = 0: 100% 1: 100%, volume_factor_sink = 0: 100% 1: 100%, save = no Source 0: reference = 0: 100% 1: 100%, real = 0: 100% 1: 100%, soft = 0: 100% 1: 100%, current_hw = 0: 100% 1: 100%, save = no Source 1: reference = 0: 16% 1: 16%, real = 0: 16% 1: 16%, soft = 0: 100% 1: 100%, current_hw = 0: 16% 1: 16%, save = yes

    Read the article

  • Looking for a simple web interface with subversion support and ticket /issue tracker [closed]

    - by Stefan Andre Brannfjell
    I am working on a small project and we have a few programmers on the job. We are using subversion to commit updates and keep all developers up to date on their workstations. However, we have yet to find a suitable web interface to use for it. I have tried redmine, but that installation progress was extremely bothersome and advanced. Once I got it to work I found out that it was slow and did not meet my expectations. As well as it seems a bit complex for our needs. I would prefer to find a solution that supports lighttpd web server, however that seem to be very hard to come by, those I have found seem to only have apache support. Functionality i wish for the website: - login to an svn account - view svn logs - view & create issues, todo list etc - view svn difference Do you have any open source recommendations that I can try out? I will appreciate any kind of reply. :) Edit: I wish to host the website on our own servers.

    Read the article

  • How to price code reviews to encourage good behavior?

    - by Chris Clark
    I work for a company that has a hosted .net internet application with many clients. Those clients often want to write customizations for our application. We have APIs to hook into the app, but the customizations themselves are written in .net. This is a shared, secure hosting environment and we have to code review these customizations before we can deploy them in our datacenter to ensure that they don't degrade performance, crash our servers, or open any security vulnerabilities. We charge for these code reviews. The current pricing model is simply a function of the number of lines of code. I think this is a bad idea for a variety of reasons, but primarily because, if we are interested in verifying that the code works as expected, we should be incentivizing good, readable code, not compaction. I would like to propose a pricing model that incorporates some, or all of the following as inputs: Lines of code Cyclomatic complexity Avg function length # of functions Are there any other metrics I should incorporate, or other ideas for how we can reasonably create pricing for code reviews that encourages safe and understandable code?

    Read the article

  • Where should i organize my matrices in a 3D Game engine?

    - by Need4Sleep
    I'm working with a group of people from around the world to create a game engine(and hopefully a game with it) within the next upcoming years. My first task was writing a camera class for the engine to use in order to add cameras to the scene, position and follow points in the scene. The problem i have is with using matrices for transformations in the class, should i keep matrices separate to each class? such as have the model matrix in the model class, camera matrix in the camera class, or have all matrices placed in one class/chuck? I could see pros and cons for each method, but i wanted to hear some input form a more professional standpoint.

    Read the article

  • Android threads trouble wrapping my head around design

    - by semajhan
    I am having trouble wrapping my head around game design. On the android platform, I have an activity and set its content view with a custom surface view. The custom surface view acts as my panel and I create instances of all classes and do all the drawing and calculation in there. Question: Should I instead create the instances of other classes in my activity? Now I create a custom thread class that handles the game loop. Question: How do I use this one class in all my activities? Or do I have to create a separate thread each time? In my previous game, I had multiple levels that had to create an instance of the thread class and in the thread class I had to set constructor methods for each separate level and in the loop use a switch statement to check which level it needs to render and update. Sorry if that sounds confusing. I just want to know if the method I am using is inefficient (which it probably is) and how to go about designing it the correct way. I have read many tutorials out there and I am still having lots of trouble with this particular topic. Maybe a link to a some tutorials that explain this? Thanks.

    Read the article

  • Game Center Leaderboard not dismissing

    - by FireStorm
    I was implementing Game Center into my app and all was going well except for the leaderboard done button not dismissing the leaderboard even with gameCenterControllerDidFinish added in. I call up the leaderboard with the touch of a button in the .m file as so: - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [touches anyObject]; CGPoint location = [touch locationInNode:self]; SKNode *node = [self nodeAtPoint:location]; if ([node.name isEqualToString:@"rankButton"]) { [self runAction:[SKAction playSoundFileNamed:@"fishtran.m4a" waitForCompletion: NO]]; GKGameCenterViewController *gameCenterController = [[GKGameCenterViewController alloc] init]; if (gameCenterController != nil) { gameCenterController.viewState = GKGameCenterViewControllerStateAchievements; UIViewController *vc = self.view.window.rootViewController; [vc presentViewController: gameCenterController animated: YES completion:nil]; } } else if ([node.name isEqualToString:@"Leaderboard"]) { GKGameCenterViewController *gameCenterController = [[GKGameCenterViewController alloc] init]; if (gameCenterController != nil) { gameCenterController.viewState = GKGameCenterViewControllerStateLeaderboards; UIViewController *vc = self.view.window.rootViewController; [vc presentViewController: gameCenterController animated: YES completion:nil]; } } ... and then I added thegameCenterControllerDidFinish immediately after as so: - (void)gameCenterControllerDidFinish:(GKGameCenterViewController*)gameCenterController { UIViewController *vc = self.view.window.rootViewController; [vc dismissViewControllerAnimated:YES completion:nil]; } and the done button still doesn't work and i haven't been able to find any solutions. And yes, I do have GKGameCenterControllerDelegate in my .h file. Any help would be greatly appreciated, Thanks!

    Read the article

  • nVidia Settings: Overriding anti-aliasing causes delay

    - by Kalle Elmér
    I'm using Google Sketchup on ubuntu 12.04 with Wine 1.4. It works flawlessly out of the box, but anti-aliasing is causing some problems. I can override anti-aliasing settings using the nVidia X Server Settings utility, which results in a great-looking image. However, the view doesn't seem to update properly. It's a bit hard to explain, but if I do something (e.g. zooming) the changes won't appear in the view until I take another action. in other words, there seems to be a delay of one "action". Take this example. The mouse wheel is moved one notch to zoom in one step. Nothing happens. An object is selected by clicking. The new zoom is rendered but the selection box doesn't appear. An empty area is clicked. The selection box appears. Is there something that I can do to solve the problem? Could I force the GPU to redraw that view with a certain interval, or is there some other solution? I really like anti-aliasing, but it's hard to use when drawing stuff.

    Read the article

  • Murali Papana Blogs About Date Effectivity

    - by steve.muench
    Murali Papana from our Human Capital Management (HCM) Fusion Applications team has posted a series of blogs on a lesser-known, but quite powerful feature of ADF called "date effectivity". This is a feature that allows the framework to simplify managing records whose data values are effective for a given period of time. Imagine an employee's job title or salary that changes over time, which as well might be entered today by an HR reprepsentative but go into effect at some time in the future. Check out these articles if you're curious to learn more: Learning basics of Date Effectivity in ADFADF Model: Creating Date Effective EOADF Model: Creating Date Effective Association and Date Effective VOADF UI - Implementing Date Effective Search with Example

    Read the article

  • Can not print after upgrading from 12.x to 14.04

    - by user318889
    After upgrading from V12.04 to V14.04 I am not able to print. I am using an HP LaserJet 400 M451dn. The printer troubleshooter told me that there is no solution to the problem. This is the output of the advanced diagnositc output. (Due to limited space I cut the output!) Can anybody tell me what is going wrong. I am using the printer via USB ? Page 1 (Scheduler not running?): {'cups_connection_failure': False} Page 2 (Is local server publishing?): {'local_server_exporting_printers': False} Page 3 (Choose printer): {'cups_dest': , 'cups_instance': None, 'cups_queue': u'HP-LaserJet-400-color-M451dn', 'cups_queue_listed': True} Page 4 (Check printer sanity): {'cups_device_uri_scheme': u'hp', 'cups_printer_dict': {'device-uri': u'hp:/usb/HP_LaserJet_400_color_M451dn?serial=CNFF308670', 'printer-info': u'Hewlett-Packard HP LaserJet 400 color M451dn', 'printer-is-shared': True, 'printer-location': u'Pinatubo', 'printer-make-and-model': u'HP LJ 300-400 color M351-M451 Postscript (recommended)', 'printer-state': 4, 'printer-state-message': u'', 'printer-state-reasons': [u'none'], 'printer-type': 8556636, 'printer-uri-supported': u'ipp://localhost:631/printers/HP-LaserJet-400-color-M451dn'}, 'cups_printer_remote': False, 'hplip_output': (['', '\x1b[01mHP Linux Imaging and Printing System (ver. 3.14.6)\x1b[0m', '\x1b[01mDevice Information Utility ver. 5.2\x1b[0m', '', 'Copyright (c) 2001-13 Hewlett-Packard Development Company, LP', 'This software comes with ABSOLUTELY NO WARRANTY.', 'This is free software, and you are welcome to distribute it', 'under certain conditions. See COPYING file for more details.', '', '', '\x1b[01mhp:/usb/HP_LaserJet_400_color_M451dn?serial=CNFF308670\x1b[0m', '', '\x1b[01mDevice Parameters (dynamic data):\x1b[0m', '\x1b[01m Parameter Value(s) \x1b[0m', ' ---------------------------- ----------------------------------------------------------', ' back-end hp ', " cups-printers ['HP-LaserJet-400-color-M451dn'] ", ' cups-uri hp:/usb/HP_LaserJet_400_color_M451dn?serial=CNFF308670 ', ' dev-file ', ' device-state -1 ', ' device-uri hp:/usb/HP_LaserJet_400_color_M451dn?serial=CNFF308670 ', ' deviceid ', ' error-state 101 ', ' host ', ' is-hp True ', ' panel 0 ', ' panel-line1 ', ' panel-line2 ', ' port 1 ', ' serial CNFF308670 ', ' status-code 5002 ', ' status-desc ', '\x1b[01m', 'Model Parameters (static data):\x1b[0m', '\x1b[01m Parameter Value(s) \x1b[0m', ' ---------------------------- ----------------------------------------------------------', ' align-type 0 ', ' clean-type 0 ', ' color-cal-type 0 ', ' copy-type 0 ', ' embedded-server-type 0 ', ' fax-type 0 ', ' fw-download False ', ' icon hp_color_laserjet_cp2025.png ', ' io-mfp-mode 1 ', ' io-mode 1 ', ' io-support 6 ', ' job-storage 0 ', ' linefeed-cal-type 0 ', ' model HP_LaserJet_400_color_M451dn ', ' model-ui HP LaserJet 400 Color m451dn ', ' model1 HP LaserJet 400 Color M451dn ', ' monitor-type 0 ', ' panel-check-type 0 ', ' pcard-type 0 ', ' plugin 0 ', ' plugin-reason 0 ', ' power-settings 0 ', ' ppd-name lj_300_400_color_m351_m451 ', ' pq-diag-type 0 ', ' r-type 0 ', ' r0-agent1-kind 4 ', ' r0-agent1-sku CE410A/CE410X ', ' r0-agent1-type 1 ', ' r0-agent2-kind 4 ', ' r0-agent2-sku CE411A ', ' r0-agent2-type 4 ', ' r0-agent3-kind 4 ', ' r0-agent3-sku CE413A ', ' r0-agent3-type 5 ', ' r0-agent4-kind 4 ', ' r0-agent4-sku CE412A ', ' r0-agent4-type 6 ', ' scan-src 0 ', ' scan-type 0 ', ' status-battery-check 0 ', ' status-dynamic-counters 0 ', ' status-type 3 ', ' support-released True ', ' support-subtype 2202411 ', ' support-type 2 ', ' support-ver 3.12.2 ', " tech-class ['Postscript'] ", " tech-subclass ['Normal'] ", ' tech-type 4 ', ' usb-pid 3882 ', ' usb-vid 1008 ', ' wifi-config 0 ', '\x1b[01m', 'Status History (most recent first):\x1b[0m', '\x1b[01m Date/Time Code Status Description User Job ID \x1b[0m', ' -------------------- ----- ---------------------------------------- -------- --------', ' 08/21/14 00:07:25 5012 Device communication error richard 0 ', ' 08/20/14 13:42:44 500 Started a print job richard 4214 ', '', '', 'Done.', ''], ['\x1b[35;01mwarning: No display found.\x1b[0m', '\x1b[31;01merror: hp-info -u/--gui requires Qt4 GUI support. Entering interactive mode.\x1b[0m', '\x1b[31;01merror: Unable to communicate with device (code=12): hp:/usb/HP_LaserJet_400_color_M451dn?serial=CNFF308670\x1b[0m', '\x1b[31;01merror: Error opening device (Device not found).\x1b[0m', ''], 0), 'is_cups_class': False, 'local_cups_queue_attributes': {'charset-configured': u'utf-8', 'charset-supported': [u'us-ascii', u'utf-8'], 'color-supported': True, 'compression-supported': [u'none', u'gzip'], 'copies-default': 1, 'copies-supported': (1, 9999), 'cups-version': u'1.7.2', 'device-uri': u'hp:/usb/HP_LaserJet_400_color_M451dn?serial=CNFF308670', 'document-format-default': u'application/octet-stream', 'document-format-supported': [u'application/octet-stream', u'application/pdf', u'application/postscript', u'application/vnd.adobe-reader-postscript', u'application/vnd.cups-command', u'application/vnd.cups-pdf', u'application/vnd.cups-pdf-banner', u'application/vnd.cups-postscript', u'application/vnd.cups-raw', u'application/vnd.samsung-ps', u'application/x-cshell', u'application/x-csource', u'application/x-perl', u'application/x-shell', u'image/gif', u'image/jpeg', u'image/png', u'image/tiff', u'image/urf', u'image/x-bitmap', u'image/x-photocd', u'image/x-portable-anymap', u'image/x-portable-bitmap', u'image/x-portable-graymap', u'image/x-portable-pixmap', u'image/x-sgi-rgb', u'image/x-sun-raster', u'image/x-xbitmap', u'image/x-xpixmap', u'image/x-xwindowdump', u'text/css', u'text/html', u'text/plain'], 'finishings-default': 3, 'finishings-supported': [3], 'generated-natural-language-supported': [u'en-us'], 'ipp-versions-supported': [u'1.0', u'1.1', u'2.0', u'2.1'], 'ippget-event-life': 15, 'job-creation-attributes-supported': [u'copies', u'finishings', u'ipp-attribute-fidelity', u'job-hold-until', u'job-name', u'job-priority', u'job-sheets', u'media', u'media-col', u'multiple-document-handling', u'number-up', u'output-bin', u'orientation-requested', u'page-ranges', u'print-color-mode', u'print-quality', u'printer-resolution', u'sides'], 'job-hold-until-default': u'no-hold', 'job-hold-until-supported': [u'no-hold', u'indefinite', u'day-time', u'evening', u'night', u'second-shift', u'third-shift', u'weekend'], 'job-ids-supported': True, 'job-k-limit': 0, 'job-k-octets-supported': (0, 470914416), 'job-page-limit': 0, 'job-priority-default': 50, 'job-priority-supported': [100], 'job-quota-period': 0, 'job-settable-attributes-supported': [u'copies', u'finishings', u'job-hold-until', u'job-name', u'job-priority', u'media', u'media-col', u'multiple-document-handling', u'number-up', u'output-bin', u'orientation-requested', u'page-ranges', u'print-color-mode', u'print-quality', u'printer-resolution', u'sides'], 'job-sheets-default': (u'none', u'none'), 'job-sheets-supported': [u'none', u'classified', u'confidential', u'form', u'secret', u'standard', u'topsecret', u'unclassified'], 'jpeg-k-octets-supported': (0, 470914416), 'jpeg-x-dimension-supported': (0, 65535), 'jpeg-y-dimension-supported': (1, 65535), 'marker-change-time': 0, 'media-bottom-margin-supported': [423], 'media-col-default': u'(unknown IPP value tag 0x34)', 'media-col-supported': [u'media-bottom-margin', u'media-left-margin', u'media-right-margin', u'media-size', u'media-source', u'media-top-margin', u'media-type'], 'media-default': u'iso_a4_210x297mm', 'media-left-margin-supported': [423], 'media-right-margin-supported': [423],

    Read the article

  • KVM Virtual guest Paused on Reboot

    - by David Hamilton
    I'm running REHL 6 and just installed a Ubuntu Server Guest via KVM set to start at boot. This works correctly and the guest loads, but it loads "paused" and requires that I manually un-pause it. Can someone give me a hint as to how I can I get the Guest OS to actually become active on boot? Here is the libvert dump as requested...Also tried libvert auto-start --- no effect. <domain type='kvm' id='1'> <name>MailServer</name> <uuid>a61dae75-1f5c-d536-718f-3c615d9b4868</uuid> <memory>4194304</memory> <currentMemory>4194304</currentMemory> <vcpu>4</vcpu> <os> <type arch='x86_64' machine='rhel6.0.0'>hvm</type> <boot dev='hd'/> </os> <features> <acpi/> <apic/> <pae/> </features> <clock offset='utc'/> <on_poweroff>destroy</on_poweroff> <on_reboot>restart</on_reboot> <on_crash>restart</on_crash> <devices> <emulator>/usr/libexec/qemu-kvm</emulator> <disk type='file' device='disk'> <driver name='qemu' type='raw' cache='none'/> <source file='/home/MailServer/MailServer-1.img'/> <target dev='hda' bus='ide'/> <alias name='ide0-0-0'/> <address type='drive' controller='0' bus='0' unit='0'/> </disk> <disk type='block' device='cdrom'> <driver name='qemu' type='raw'/> <target dev='hdc' bus='ide'/> <readonly/> <alias name='ide0-1-0'/> <address type='drive' controller='0' bus='1' unit='0'/> </disk> <controller type='ide' index='0'> <alias name='ide0'/> <address type='pci' domain='0x0000' bus='0x00' slot='0x01' function='0x1'/> </controller> <interface type='bridge'> <mac address='52:54:00:cd:f9:9f'/> <source bridge='br0'/> <target dev='vnet0'/> <model type='virtio'/> <alias name='net0'/> <address type='pci' domain='0x0000' bus='0x00' slot='0x03' function='0x0'/> </interface> <serial type='pty'> <source path='/dev/pts/1'/> <target port='0'/> <alias name='serial0'/> </serial> <console type='pty' tty='/dev/pts/1'> <source path='/dev/pts/1'/> <target port='0'/> <alias name='serial0'/> </console> <input type='mouse' bus='ps2'/> <graphics type='vnc' port='5900' autoport='yes'/> <sound model='ac97'> <alias name='sound0'/> <address type='pci' domain='0x0000' bus='0x00' slot='0x04' function='0x0'/> </sound> <video> <model type='cirrus' vram='9216' heads='1'/> <alias name='video0'/> <address type='pci' domain='0x0000' bus='0x00' slot='0x02' function='0x0'/> </video> <memballoon model='virtio'> <alias name='balloon0'/> <address type='pci' domain='0x0000' bus='0x00' slot='0x05' function='0x0'/> </memballoon> </devices> <seclabel type='dynamic' model='selinux'> <label>system_u:system_r:svirt_t:s0:c211,c271</label> <imagelabel>system_u:object_r:svirt_image_t:s0:c211,c271</imagelabel> </seclabel></domain>

    Read the article

  • Do you know what is a DevOps Project?

    - by Gopinath
    Yesterday I wrote about OpenStack project, an open source cloud computing stack that lets you build Cloud Computing environments. While reading more on this topic I stumbled about a new type of projects called DevOps projects.  OpenStack is all set to become the first DevOps project, reports Forbes …the way OpenStack is applying the open source model to creating cloud infrastructure, the open source model is on the verge of being extended so that the collaboration and design process will include software, hardware, and networking in the data center as well as operational processes. In modern development, the idea of designing software, data center, and operations using one integrated team is called DevOps.

    Read the article

  • How to determine the end of list has been reached?

    - by Sweta Dwivedi
    I'm trying to animate my object according to a set of recorded values from kinect skeleton stream by saving the (x,y,z) stream from the skeletal data into a list and then set my objects x and y position from the x,y of the list. However, once the list end has been reached it starts to animate again from the start. I don't want that - I just want the model position to keep going in the positive X direction. Is there any way I can check if end of the list has been reached and to just update the model position in x direction? Or is there any other way to continue moving my sprite once the points in the list are over... i dont want it to start animating all the way again.. protected override void Update(GameTime gameTime) { //position += spriteSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds; //// TODO: Add your update logic here using (StreamReader r = new StreamReader(f)) { string line; Viewport view = graphics.GraphicsDevice.Viewport; int maxWidth = view.Width; int maxHeight = view.Height; while((line = r.ReadLine()) != null) { string[] temp = line.Split(','); int x = (int) Math.Floor(((float.Parse(temp[0]) * 0.5f) + 0.5f) * maxWidth); int y = (int) Math.Floor(((float.Parse(temp[1]) * -0.5f) + 0.5f) * maxHeight); motion_2.Add(new Point(x, y)); } } position.X = motion_2[i].X; position.Y = motion_2[i].Y; i++; a_butterfly_up.Update(gameTime); a_butterfly_side.Update(gameTime); G_vidPlayer.Play(mossV); base.Update(gameTime); }

    Read the article

  • Wheel rotation, to change velocity of vehicle

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

    Read the article

< Previous Page | 349 350 351 352 353 354 355 356 357 358 359 360  | Next Page >