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  • How do I determine the draw order in an isometric view flash game?

    - by Gajet
    This is for a flash game, with isometric view. I need to know how to sort object so that there is no need for z-buffer checking when drawing. This might seem easy but there is another restriction, a scene can have 10,000+ objects so the algorithm needs to be run in less than O(n^2). All objects are rectangular boxes, and there are 3-4 objects moving in the scene. What's the best way to do this? UPDATE in each tile there is only object (I mean objects can stack on top of each other). and we access to both map of Objects and Objects have their own position.

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  • Where to store shaders

    - by Mark Ingram
    I have an OpenGL renderer which has a Scene member variable. The Scene object can contain N SceneObjects. I use these SceneObjects for storing the vertex position and any transforms. My question is, where should shaders be stored in this arrangement? I guess they need to be in a central location because multiple objects can use the same shader. But then each object needs access to the shader because it needs to set attributes into the shader. Does anyone have any advice?

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  • Problem in Kubuntu: Default browser never opens

    - by user170852
    I'm using Kubuntu, and I switched the default browser to my favourite one. The thing is, when I did this, both my Twitter clients stopped working. Now each and every Twitter client I download and install fails to open any web browser to finish my account authorization. It's impossible they're all broken, so I reset my default browser to rekonq and it works well as a default browser, but still can't login to twitter from any client. In fact, every button in every program that should open a browser window (like Amarok with the "like on last.fm" button) does nothing. So I think there may be a problem with my system but I can't figure out what is it. My user is not in the admin group (it's a shared user), I have an admin user but I only use it to install programs. Could that be the cause? Also, hitting alt+F2 and writing man:file (enter) opens a rekonq window normally.

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  • How do you globally set the default browser using KDE4?

    - by wishi
    Hi! I'm using awesome-wm on Kubuntu 10.10. I like some of the KDE tools... like choqok. Thing is, that within awesome wm it seems to be impossible to set a default browser, because KDE4 settings overwrite the generally desired settings: To illustrate the problem: % xdg-mime query default text/html chromium-browser.desktop And from ~/.kde/share/config/kdeglobals [General] BrowserApplication=firefox.desktop Which does in no way make sense to me. If I set Firefox as default xdg-mime should not have Chrome. In fact I want Firefox. So how do I globally once and for all, across all frameworks, define Firefox as default? Best, Marius p.s.: I should probably mention, that clicking in Choqok starts Konqueror...

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  • Artificial Intelligence implemented in x86 Assembly? [closed]

    - by Bigyellow Bastion
    Okay, so I decided that for my upcoming operating system, I do basically everything in x86 Assembly, using only 16-bit mode. I will need to write the software to host on it once I have something up and going, and I'll definitely post the source and VM-executable file. But as for now I'm stuck with the idea of implementing the AI code for some of the games I'm making to host on it. AI in Assembly is tedious, and sometimes almost impossible seeming, especially complex AI(I'm talking SNES Super Mario World 2: Yoshi's Island AI here, by the way, not pong AI). I was thinking that it'd be such a hassle that I'd have to bring a higher-level language to work some of this out here, like maybe C++ or C#, but I'd have to go through more work linking it into a fine binary that my OS will host, and that adds unnecessary work to the table I wanted to avoid(I don't want a complex system, I want everything as bare-bones as possible, avoiding libraries, APIs, and linkable formats for now, to make everything more directly accessible to the kernel's API).

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  • Some non-generic collections

    - by Simon Cooper
    Although the collections classes introduced in .NET 2, 3.5 and 4 cover most scenarios, there are still some .NET 1 collections that don't have generic counterparts. In this post, I'll be examining what they do, why you might use them, and some things you'll need to bear in mind when doing so. BitArray System.Collections.BitArray is conceptually the same as a List<bool>, but whereas List<bool> stores each boolean in a single byte (as that's what the backing bool[] does), BitArray uses a single bit to store each value, and uses various bitmasks to access each bit individually. This means that BitArray is eight times smaller than a List<bool>. Furthermore, BitArray has some useful functions for bitmasks, like And, Xor and Not, and it's not limited to 32 or 64 bits; a BitArray can hold as many bits as you need. However, it's not all roses and kittens. There are some fundamental limitations you have to bear in mind when using BitArray: It's a non-generic collection. The enumerator returns object (a boxed boolean), rather than an unboxed bool. This means that if you do this: foreach (bool b in bitArray) { ... } Every single boolean value will be boxed, then unboxed. And if you do this: foreach (var b in bitArray) { ... } you'll have to manually unbox b on every iteration, as it'll come out of the enumerator an object. Instead, you should manually iterate over the collection using a for loop: for (int i=0; i<bitArray.Length; i++) { bool b = bitArray[i]; ... } Following on from that, if you want to use BitArray in the context of an IEnumerable<bool>, ICollection<bool> or IList<bool>, you'll need to write a wrapper class, or use the Enumerable.Cast<bool> extension method (although Cast would box and unbox every value you get out of it). There is no Add or Remove method. You specify the number of bits you need in the constructor, and that's what you get. You can change the length yourself using the Length property setter though. It doesn't implement IList. Although not really important if you're writing a generic wrapper around it, it is something to bear in mind if you're using it with pre-generic code. However, if you use BitArray carefully, it can provide significant gains over a List<bool> for functionality and efficiency of space. OrderedDictionary System.Collections.Specialized.OrderedDictionary does exactly what you would expect - it's an IDictionary that maintains items in the order they are added. It does this by storing key/value pairs in a Hashtable (to get O(1) key lookup) and an ArrayList (to maintain the order). You can access values by key or index, and insert or remove items at a particular index. The enumerator returns items in index order. However, the Keys and Values properties return ICollection, not IList, as you might expect; CopyTo doesn't maintain the same ordering, as it copies from the backing Hashtable, not ArrayList; and any operations that insert or remove items from the middle of the collection are O(n), just like a normal list. In short; don't use this class. If you need some sort of ordered dictionary, it would be better to write your own generic dictionary combining a Dictionary<TKey, TValue> and List<KeyValuePair<TKey, TValue>> or List<TKey> for your specific situation. ListDictionary and HybridDictionary To look at why you might want to use ListDictionary or HybridDictionary, we need to examine the performance of these dictionaries compared to Hashtable and Dictionary<object, object>. For this test, I added n items to each collection, then randomly accessed n/2 items: So, what's going on here? Well, ListDictionary is implemented as a linked list of key/value pairs; all operations on the dictionary require an O(n) search through the list. However, for small n, the constant factor that big-o notation doesn't measure is much lower than the hashing overhead of Hashtable or Dictionary. HybridDictionary combines a Hashtable and ListDictionary; for small n, it uses a backing ListDictionary, but switches to a Hashtable when it gets to 9 items (you can see the point it switches from a ListDictionary to Hashtable in the graph). Apart from that, it's got very similar performance to Hashtable. So why would you want to use either of these? In short, you wouldn't. Any gain in performance by using ListDictionary over Dictionary<TKey, TValue> would be offset by the generic dictionary not having to cast or box the items you store, something the graphs above don't measure. Only if the performance of the dictionary is vital, the dictionary will hold less than 30 items, and you don't need type safety, would you use ListDictionary over the generic Dictionary. And even then, there's probably more useful performance gains you can make elsewhere.

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  • How is game development different from other software development?

    - by Davy8
    For a solid general purpose software developer, what specifically is different about game development, either fundamentally or just differences in degree? I've done toy games like Tic-tac-toe, Tetris, and a brute-force sudoku solver (with UI) and I'm now embarking on a mid-sized project (mid-sized for being a single developer and not having done many games) and one thing I've found with this particular project is that separation of concerns is a lot harder since everything affects state, and every object can interact with every other object in a myriad of ways. So far I've managed to keep the code reasonably clean for my satisfaction but I find that keeping clean code in non-trivial games is a lot harder than it is for my day job. The game I'm working on is turn-based and the graphics are going to be fairly simple (web-based, mostly through DOM manipulation) so real time and 3d work aren't really applicable to me, but I'd still be interested in answers regarding those if they're interesting. Mostly interested in general game logic though. P.S. Feel free to retag this, I'm not really sure what tags are applicable.

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  • What's a good data structure solution for a scene manager in XNA?

    - by tunnuz
    Hello, I'm playing with XNA for a game project of myself, I had previous exposure to OpenGL and worked a bit with Ogre, so I'm trying to get the same concepts working on XNA. Specifically I'm trying to add to XNA a scene manager to handle hierarchical transforms, frustum (maybe even occlusion) culling and transparency object sorting. My plan was to build a tree scene manager to handle hierarchical transforms and lighting, and then use an Octree for frustum culling and object sorting. The problem is how to do geometry sorting to support transparencies correctly. I know that sorting is very expensive if done on a per-polygon basis, so expensive that it is not even managed by Ogre. But still images from Ogre look right. Any ideas on how to do it and which data structures to use and their capabilities? I know people around is using: Octrees Kd-trees (someone on GameDev forum said that these are far better than Octrees) BSP (which should handle per-polygon ordering but are very expensive) BVH (but just for frustum and occlusion culling) Thank you Tunnuz

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  • Designing for an algorithm that reports progress

    - by Stefano Borini
    I have an iterative algorithm and I want to print the progress. However, I may also want it not to print any information, or to print it in a different way, or do other logic. In an object oriented language, I would perform the following solutions: Solution 1: virtual method have the algorithm class MyAlgoClass which implements the algo. The class also implements a virtual reportIteration(iterInfo) method which is empty and can be reimplemented. Subclass the MyAlgoClass and override reportIteration so that it does what it needs to do. This solution allows you to carry additional information (for example, the file unit) in the reimplemented class. I don't like this method because it clumps together two functionalities that may be unrelated, but in GUI apps it may be ok. Solution 2: observer pattern the algorithm class has a register(Observer) method, keeps a list of the registered observers and takes care of calling notify() on each of them. Observer::notify() needs a way to get the information from the Subject, so it either has two parameters, one with the Subject and the other with the data the Subject may pass, or just the Subject and the Observer is now in charge of querying it to fetch the relevant information. Solution 3: callbacks I tend to see the callback method as a lightweight observer. Instead of passing an object, you pass a callback, which may be a plain function, but also an instance method in those languages that allow it (for example, in python you can because passing an instance method will remain bound to the instance). C++ however does not allow it, because if you pass a pointer to an instance method, this will not be defined. Please correct me on this regard, my C++ is quite old. The problem with callbacks is that generally you have to pass them together with the data you want the callback to be invoked with. Callbacks don't store state, so you have to pass both the callback and the state to the Subject in order to find it at callback execution, together with any additional data the Subject may provide about the event is reporting. Question My question is relative to the fact that I need to implement the opening problem in a language that is not object oriented, namely Fortran 95, and I am fighting with my usual reasoning which is based on python assumptions and style. I think that in Fortran the concept is similar to C, with the additional trouble that in C you can store a function pointer, while in Fortran 95 you can only pass it around. Do you have any comments, suggestions, tips, and quirks on this regard (in C, C++, Fortran and python, but also in any other language, so to have a comparison of language features that can be exploited on this regard) on how to design for an algorithm that must report progress to some external entity, using state from both the algorithm and the external entity ?

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  • Why do I get the result zero when I try to get the width of a DropDownList control in asp.net?

    - by Paul Jack
    After I click button1, it display 0, why? How can get correct width of a DropDownList control? Thanks! <%@ Page Language="C#" AutoEventWireup="true" CodeFile="Default2.aspx.cs" Inherits="Default2" % Item 1 Item 2 </div> </form> using System; using System.Collections.Generic; using System.Linq; using System.Web; using System.Web.UI; using System.Web.UI.WebControls; public partial class Default2 : System.Web.UI.Page { protected void Page_Load(object sender, EventArgs e) { } protected void Button1_Click(object sender, EventArgs e) { Button1.Text = DropDownList1.Width.Value.ToString(); } }

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  • How do I communicate with an IronPython component in a C#/XNA game?

    - by Jonathan Hobbs
    My XNA game is component-oriented, and has various components for position, physics representation, rendering, etc, all of which extend a base Component class. The player and enemies also have controllers which are currently defined in C#. I'd like to turn them into Python scripts, but I'm not sure how to interact with those scripts. The examples in Embedding IronPython in a C# Application suggest I'd have to create a wrapper class (e.g. a Script component) which compiles a Python script, and call the Update methods of the component in the script Is this the most effective way of working with a Python object? I feel that I'm missing something in my research - there must be a way to load up a script, instantiate a Python object and then work directly with it from within C#. Or is the wrapper required?

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  • an example of schrödinbug?

    - by Pacerier
    This wiki page tells : A schrödinbug is a bug that manifests only after someone reading source code or using the program in an unusual way notices that it never should have worked in the first place, at which point the program promptly stops working for everybody until fixed. The Jargon File adds: "Though... this sounds impossible, it happens; some programs have harbored latent schrödinbugs for years." I've no idea what they are talking about. Can someone provide an example of how it is like (like with a fictional situation)?

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  • Partitioning Windows 7 so I can use ubuntu

    - by thommo1919
    I have been recording happily using Audacity for many years but after upgrading to Windows 7, the latency has meant that recording music is impossible. My mate suggested partitioning my hard drive, installing ubuntu on it and then using this alongside Windows. He reckons I can use music recording software then on the partitioned Ubuntu drive without the latency problems. A few questions: a) Is my mate correct? b) How do I go about doing the partition and installing? c) What music recording software would you recommend? Many many thanks to anyone who can help me.

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  • Integrating Windows Form Click Once Application into SharePoint 2007 &ndash; Part 2 of 4

    - by Kelly Jones
    In my last post, I explained why we decided to use a Click Once application to solve our business problem. To quickly review, we needed a way for our business users to upload documents to a SharePoint 2007 document library in mass, set the meta data, set the permissions per document, and to do so easily. Let’s look at the pieces that make up our solution.  First, we have the Windows Form application.  This app is deployed using Click Once and calls SharePoint web services in order to upload files and then calls web services to set the meta data (SharePoint columns and permissions).  Second, we have a custom action.  The custom action is responsible for providing our users a link that will launch the Windows app, as well as passing values to it via the query string.  And lastly, we have the web services that the Windows Form application calls.  For our solution, we used both out of the box web services and a custom web service in order to set the column values in the document library as well as the permissions on the documents. Now, let’s look at the technical details of each of these pieces.  (All of the code is downloadable from here: )   Windows Form application deployed via Click Once The Windows Form application, called “Custom Upload”, has just a few classes in it: Custom Upload -- the form FileList.xsd -- the dataset used to track the names of the files and their meta data values SharePointUpload -- this class handles uploading the file SharePointUpload uses an HttpWebRequest to transfer the file to the web server. We had to change this code from a WebClient object to the HttpWebRequest object, because we needed to be able to set the time out value.  public bool UploadDocument(string localFilename, string remoteFilename) { bool result = true; //Need to use an HttpWebRequest object instead of a WebClient object // so we can set the timeout (WebClient doesn't allow you to set the timeout!) HttpWebRequest req = (HttpWebRequest)WebRequest.Create(remoteFilename); try { req.Method = "PUT"; req.Timeout = 60 * 1000; //convert seconds to milliseconds req.AllowWriteStreamBuffering = true; req.Credentials = System.Net.CredentialCache.DefaultCredentials; req.SendChunked = false; req.KeepAlive = true; Stream reqStream = req.GetRequestStream(); FileStream rdr = new FileStream(localFilename, FileMode.Open, FileAccess.Read); byte[] inData = new byte[4096]; int bytesRead = rdr.Read(inData, 0, inData.Length); while (bytesRead > 0) { reqStream.Write(inData, 0, bytesRead); bytesRead = rdr.Read(inData, 0, inData.Length); } reqStream.Close(); rdr.Close(); System.Net.HttpWebResponse response = (HttpWebResponse)req.GetResponse(); if (response.StatusCode != HttpStatusCode.OK && response.StatusCode != HttpStatusCode.Created) { String msg = String.Format("An error occurred while uploading this file: {0}\n\nError response code: {1}", System.IO.Path.GetFileName(localFilename), response.StatusCode.ToString()); LogWarning(msg, "2ACFFCCA-59BA-40c8-A9AB-05FA3331D223"); result = false; } } catch (Exception ex) { LogException(ex, "{E9D62A93-D298-470d-A6BA-19AAB237978A}"); result = false; } return result; } The class also contains the LogException() and LogWarning() methods. When the application is launched, it parses the query string for some initial values.  The query string looks like this: string queryString = "Srv=clickonce&Sec=N&Doc=DMI&SiteName=&Speed=128000&Max=50"; This Srv is the path to the server (my Virtual Machine is name “clickonce”), the Sec is short for security – meaning HTTPS or HTTP, the Doc is the shortcut for which document library to use, and SiteName is the name of the SharePoint site.  Speed is used to calculate an estimate for download speed for each file.  We added this so our users uploading documents would realize how long it might take for clients in remote locations (using slow WAN connections) to download the documents. The last value, Max, is the maximum size that the SharePoint site will allow documents to be.  This allowed us to give users a warning that a file is too large before we even attempt to upload it. Another critical piece is the meta data collection.  We organized our site using SharePoint content types, so when the app loads, it gets a list of the document library’s content types.  The user then select one of the content types from the drop down list, and then we query SharePoint to get a list of the fields that make up that content type.  We used both an out of the box web service, and one that we custom built, in order to get these values. Once we have the content type fields, we then add controls to the form.  Which type of control we add depends on the data type of the field.  (DateTime pickers for date/time fields, etc)  We didn’t write code to cover every data type, since we were working with a limited set of content types and field data types. Here’s a screen shot of the Form, before and after someone has selected the content types and our code has added the custom controls:     The other piece of meta data we collect is the in the upper right corner of the app, “Users with access”.  This box lists the different SharePoint Groups that we have set up and by checking the boxes, the user can set the permissions on the uploaded documents. All of this meta data is collected and submitted to our custom web service, which then sets the values on the documents on the list.  We’ll look at these web services in a future post. In the next post, we’ll walk through the Custom Action we built.

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  • Replace Libre Office with Microsoft Office

    - by user26272
    folks. I finally convinced my sister to drop Windows at her small business and go Ubuntu. She complained, though, that she does not want to use Libre Office and is willing to use Microsoft Office instead. I was like, ok, then. Then, she asked: - Libre office is the default, right? - Right. - So, if someone gives me a document, by default it will open on Libre Office. Can you make it open on Microsoft Office by default instead? So, even if I get it working via Wine, can I do what she requested or is it an impossible task?

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  • Physics System ignores collision in some rare cases

    - by Gajoo
    I've been developing a simple physics engine for my game. since the game physics is very simple I've decided to increase accuracy a little bit. Instead of formal integration methods like fourier or RK4, I'm directly computing the results after delta time "dt". based on the very first laws of physics : dx = 0.5 * a * dt^2 + v0 * dt dv = a * dt where a is acceleration and v0 is object's previous velocity. Also to handle collisions I've used a method which is somehow different from those I've seen so far. I'm detecting all the collision in the given time frame, stepping the world forward to the nearest collision, resolving it and again check for possible collisions. As I said the world consist of very simple objects, so I'm not loosing any performance due to multiple collision checking. First I'm checking if the ball collides with any walls around it (which is working perfectly) and then I'm checking if it collides with the edges of the walls (yellow points in the picture). the algorithm seems to work without any problem except some rare cases, in which the collision with points are ignored. I've tested everything and all the variables seem to be what they should but after leaving the system work for a minute or two the system the ball passes through one of those points. Here is collision portion of my code, hopefully one of you guys can give me a hint where to look for a potential bug! void PhysicalWorld::checkForPointCollision(Vec2 acceleration, PhysicsComponent& ball, Vec2& collisionNormal, float& collisionTime, Vec2 target) { // this function checks if there will be any collision between a circle and a point // ball contains informations about the circle (it's current velocity, position and radius) // collisionNormal is an output variable // collisionTime is also an output varialbe // target is the point I want to check for collisions Vec2 V = ball.mVelocity; Vec2 A = acceleration; Vec2 P = ball.mPosition - target; float wallWidth = mMap->getWallWidth() / (mMap->getWallWidth() + mMap->getHallWidth()) / 2; float r = ball.mRadius / (mMap->getWallWidth() + mMap->getHallWidth()); // r is ball radius scaled to match actual rendered object. if (A.any()) // todo : I need to first correctly solve the collisions in case there is no acceleration return; if (V.any()) // if object is not moving there will be no collisions! { float D = P.x * V.y - P.y * V.x; float Delta = r*r*V.length2() - D*D; if(Delta < eps) return; Delta = sqrt(Delta); float sgnvy = V.y > 0 ? 1: (V.y < 0?-1:0); Vec2 c1(( D*V.y+sgnvy*V.x*Delta) / V.length2(), (-D*V.x+fabs(V.y)*Delta) / V.length2()); Vec2 c2(( D*V.y-sgnvy*V.x*Delta) / V.length2(), (-D*V.x-fabs(V.y)*Delta) / V.length2()); float t1 = (c1.x - P.x) / V.x; float t2 = (c2.x - P.x) / V.x; if(t1 > eps && t1 <= collisionTime) { collisionTime = t1; collisionNormal = c1; } if(t2 > eps && t2 <= collisionTime) { collisionTime = t2; collisionNormal = c2; } } } // this function should step the world forward by dt. it doesn't check for collision of any two balls (components) // it just checks if there is a collision between the current component and 4 points forming a rectangle around it. void PhysicalWorld::step(float dt) { for (unsigned i=0;i<mObjects.size();i++) { PhysicsComponent &current = *mObjects[i]; Vec2 acceleration = current.mForces * current.mInvMass; float rt=dt; // stores how much more the world should advance while(rt > eps) { float collisionTime = rt; Vec2 collisionNormal = Vec2(0,0); float halfWallWidth = mMap->getWallWidth() / (mMap->getWallWidth() + mMap->getHallWidth()) / 2; // we check if there is any collision with any of those 4 points around the ball // if there is a collision both collisionNormal and collisionTime variables will change // after these functions collisionTime will be exactly the value of nearest collision (if any) // and if there was, collisionNormal will report in which direction the ball should return. checkForPointCollision(acceleration,current,collisionNormal,collisionTime,Vec2(floor(current.mPosition.x) + halfWallWidth,floor(current.mPosition.y) + halfWallWidth)); checkForPointCollision(acceleration,current,collisionNormal,collisionTime,Vec2(floor(current.mPosition.x) + halfWallWidth, ceil(current.mPosition.y) - halfWallWidth)); checkForPointCollision(acceleration,current,collisionNormal,collisionTime,Vec2( ceil(current.mPosition.x) - halfWallWidth,floor(current.mPosition.y) + halfWallWidth)); checkForPointCollision(acceleration,current,collisionNormal,collisionTime,Vec2( ceil(current.mPosition.x) - halfWallWidth, ceil(current.mPosition.y) - halfWallWidth)); // either if there is a collision or if there is not we step the forward since we are sure there will be no collision before collisionTime current.mPosition += collisionTime * (collisionTime * acceleration * 0.5 + current.mVelocity); current.mVelocity += collisionTime * acceleration; // if the ball collided with anything collisionNormal should be at least none zero in one of it's axis if (collisionNormal.any()) { collisionNormal *= Dot(collisionNormal, current.mVelocity) / collisionNormal.length2(); current.mVelocity -= 2 * collisionNormal; // simply reverse velocity along collision normal direction } rt -= collisionTime; } // reset all forces for current object so it'll be ready for later game event current.mForces.zero(); } }

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  • The practical cost of swapping effects

    - by sebf
    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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  • Achieving more fluent movement

    - by Robin92
    I'm working on my first OpenGL 2D game and I've just locked the framerate of my game. However, the way objects move is far from satisfying: they tend to lag, which is shown in this video. I've thought how more fluent animation can be achieved and started getting segmentation faults due to accessing the same object by two different threads. I've tried the following threads' setting: Drawing, creating new objects Moving player, moving objects, deleting objects Currently my application uses this setting: Drawing, creating new objects, moving objects, deleting object Moving player Any ideas would be appreciated. EDIT: I've tried increasing the FPS limit but lags are noticeable even at 200 fps.

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  • String contains trailing zeroes when converted from decimal [migrated]

    - by Locke
    I've run into an unusual quirk in a program I'm writing, and I was trying to figure out if anyone knew the cause. Note that fixing the issue is easy enough. I just can't figure out why it is happening in the first place. I have a WinForms program written in VB.NET that is displaying a subset of data. It contains a few labels that show numeric values (the .Text property of the labels are being assigned directly from the Decimal values). These numbers are being returned by a DLL I wrote in C#. The DLL calls a webservice which initially returns the values in question. It returns one as a string, the other as a decimal (I don't have any control over the webservice, I just consume it). The DLL assigns these to properties on an object (both of which are decimals) then returns that object back to the WinForm program that called the DLL. Obviously, there's a lot of other data being consumed from the webservice, but no other operations are happening which could modify these properties. So, the short version is: WinForm requests a new Foo from the DLL. DLL creates object Foo. DLL calls webservice, which returns SomeOtherFoo. //Both Foo.Bar1 and Foo.Bar2 are decimals Foo.Bar1 = decimal.Parse(SomeOtherFoo.Bar1); //SomeOtherFoo.Bar1 is a string equal to "2.9000" Foo.Bar2 = SomeOtherFoo.Bar2; //SomeOtherFoo.Bar2 is a decimal equal to 2.9D DLL returns Foo to WinForm. WinForm.lblMockLabelName1.Text = Foo.Bar1 //Inspecting Foo.Bar1 indicates my value is 2.9D WinForm.lblMockLabelName2.Text = Foo.Bar2 //Inspecting Foo.Bar2 also indicates I'm 2.9D So, what's the quirk? WinForm.lblMockLabelName1.Text displays as "2.9000", whereas WinForm.lblMockLabelname2.Text displays as "2.9". Now, everything I know about C# and VB indicates that the format of the string which was initially parsed into the decimal should have no bearing on the outcome of a later decimal.ToString() operation called on the same decimal. I would expect that decimal.Parse(someDecimalString).ToString() would return the string without any trailing zeroes. Everything I find online seems to corroborate this (there are countless Stack Overflow questions asking exactly the opposite...how to keep the formatting from the initial parsing). At the moment, I've just removed the trailing zeroes from the initial string that gets parsed, which has hidden the quirk. However, I'd love to know why it happens in the first place.

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  • Keyboard shortcuts don't work continuously

    - by T. K.
    First I had the problem of the keyboard layout resetting itself on each reboot from DE (german) to EN (us). I followed the advice of using dconf in order to make the DE layout my personal default (see Keyboard layout switches to English each time I reboot). However, after that, my shortcuts didn't work properly anymore. In Firefox, Kile etc. everything works fine while in Nautilus, copying/erasing/pasting is impossible even when I change the keyboard layout back to En (us). Also, I'm not even able to select multiple items using the cursor in Nautilus while every acts normal on the desktop. It's quite confusing. I've read about a similar bug (see https://bugs.launchpad.net/unity/+bug/1226962) but since German is a latin language there is no appropriate solution given for my problem. Any help is really appreciated here. Edit: The third reboot resolved the problem so the shortcuts finally work in Nautilus again. Still, selecting multiple objects using the cursor isn't possible.

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  • How to handle bugs that I think I fixed, but I'm not entirely sure

    - by vsz
    There are some types of bugs which are very hard to reproduce, happen very rarely and seemingly by random. It can happen, that I find a possible cause, fix it, test the program, and can't reproduce the bug. However, as it was impossible to reliably reproduce the bug and it happened so rarely, how can I indicate this in a bugtracker? What is the common way of doing it? If I set the status to fixed, and the solution to fixed, it would mean something completely fixed, wouldn't it? Is it common practice to set the status to fixed and the solution to open, to indicate to the testers, that "it's probably fixed, but needs more attention to make sure" ? Edit: most (if not all) bugtrackers have two properties for the status of a bug, maybe the names are not the same. By status I mean new, assigned, fixed, closed, etc., and by solution I mean open (new), fixed, unsolvable, not reproducible, duplicate, not a bug, etc.

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  • Cannot install nodejs and npm

    - by user809829
    I'm trying to install nodejs and npm, however, it fails. This is my terminal: sudo apt-get install nodejs npm Reading package lists... Done Building dependency tree Reading state information... Done Some packages could not be installed. This may mean that you have requested an impossible situation or if you are using the unstable distribution that some required packages have not yet been created or been moved out of Incoming. The following information may help to resolve the situation: The following packages have unmet dependencies: nodejs : Conflicts: npm E: Unable to correct problems, you have held broken packages. What to do? I'm kinda lost :(

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  • 2D game collision response: SAT & minimum displacement along a given axis?

    - by Archagon
    I'm trying to implement a collision system in a 2D game I'm making. The separating axis theorem (as described by metanet's collision tutorial) seems like an efficient and robust way of handling collision detection, but I don't quite like the collision response method they use. By blindly displacing along the axis of least overlap, the algorithm simply ignores the previous position of the moving object, which means that it doesn't collide with the stationary object so much as it enters it and then bounces out. Here's an example of a situation where this would matter: According to the SAT method described above, the rectangle would simply pop out of the triangle perpendicular to its hypotenuse: However, realistically, the rectangle should stop at the lower right corner of the triangle, as that would be the point of first collision if it were moving continuously along its displacement vector: Now, this might not actually matter during gameplay, but I'd love to know if there's a way of efficiently and generally attaining accurate displacements in this manner. I've been racking my brains over it for the past few days, and I don't want to give up yet! (Cross-posted from StackOverflow, hope that's not against the rules!)

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  • Understanding how texCUBE works and writing cubemaps properly into a cube rendertarget

    - by cubrman
    My goal is to create accurate reflections, sampled from a dynamic cubemap, for specific 3d objects (mostly lights) in XNA 4.0. To sample the cubemap I compute the 3d reflection vector in a classic way: half3 ReflectionVec = reflect(-directionToCamera, Normal.rgb); I then use the vector to get the actual reflected color: half3 ReflectionCol = texCUBElod(ReflectionSampler, float4(ReflectionVec, 0)); The cubemap I am sampling from is a RenderTarget with 6 flat faces. So my question is, given the 3d world position of an arbitrary 3d object, how can I make sure that I get accurate reflections of this object, when I re-render the cubemap. Should I build the ViewProjection matrix in a specific way? Or is there any other approach?

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  • Unable to access A class variables in B Class - Unity-Monodevelop

    - by Syed
    I have made a class including variables in Monodevelop which is: public class GridInfo : MonoBehaviour { public float initPosX; public float initPosY; public bool inUse; public int f; public int g; public int h; public GridInfo parent; public int y,x; } Now I am using its class variable in another class, Map.cs which is: public class Map : MonoBehaviour { public static GridInfo[,] Tile = new GridInfo[17, 23]; void Start() { Tile[0,0].initPosX = initPosX; //Line 49 } } Iam not getting any error on runtime, but when I play in unity it is giving me error NullReferenceException: Object reference not set to an instance of an object Map.Start () (at Assets/Scripts/Map.cs:49) I am not inserting this script in any gameobject, as Map.cs will make a GridInfo type array, I have also tried using variables using GetComponent, where is the problem ?

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