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  • What are good reasons to use explicit interface implementation for the sole purpose of hiding members?

    - by Nathanus
    During one of my studies into the intricacies of C#, I came across an interesting passage concerning explicit interface implementation. While this syntax is quite helpful when you need to resolve name clashes, you can use explicit interface implementation simply to hide more "advanced" members from the object level. The difference between allowing the use of object.method() or requiring the casting of ((Interface)object).method() seems like mean-spirited obfuscation to my inexperienced eyes. The text noted that this will hide the method from Intellisense at the object level, but why would you want to do that if it was not necessary to avoid name conflicts?

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  • Naming methods that perform HTTP GET/POST calls?

    - by antonpug
    In the application I am currently working on, there are generally 3 types of HTTP calls: pure GETs pure POSTs (updating the model with new data) "GET" POSTs (posting down an object to get some data back, no updates to the model) In the integration service, generally we name methods that post "postSomething()", and methods that get, "getSomething()". So my question is, if we have a "GET" POST, should the method be called: getSomething - seeing as the purpose is to obtain data postSomething - since we are technically using POST performSomeAction - arbitrary name that's more relevant to the action What are everyone's thoughts?

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  • Getting an OBB out of another OBB?

    - by Milo
    I'm working on collision resolution for my game. I just need a good way to get an object out of another object if it gets stuck. In this case a car. Here is a typical scenario. The red car is in the green object. How do I correctly get it out so the car can slide along the edge of the object as it should. I tried: if(buildings.size() > 0) { Entity e = buildings.get(0); Vector2D vel = new Vector2D(); vel.x = vehicle.getVelocity().x; vel.y = vehicle.getVelocity().y; vel.normalize(); while(vehicle.getRect().overlaps(e.getRect())) { vehicle.setCenter(vehicle.getCenterX() - vel.x * 0.1f, vehicle.getCenterY() - vel.y * 0.1f); } colided = true; } But that does not work too well. Is there some sort of vector I could calculate to use as the vector to move the car away from the object? Thanks

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  • What is the difference between development and R&D?

    - by MainMa
    I was asked by a colleague to explain clearly the difference between ordinary development and research and development (R&D) and was unable to do it. After reading Wikipedia, I still don't have the precise answer. According to Wikipedia (slightly modified): There are two primary models: In one model, the primary function is to develop new products; in the other model, the primary function is to discover and create new knowledge about scientific and technological topics for the purpose of uncovering and enabling development of valuable new products, processes, and services. The first model is confusing. Does it mean that development (not R&D) consists exclusively in adding new features to a product, solving bugs and doing maintenance? What if something which was previously developed as a new feature becomes a separate product? The second model is less confusing, but still, how to qualify whether something is new knowledge or existent knowledge which is just rediscovered? Later, Wikipedia adds that ordinary development is different from R&D because of its: nearly immediate profit or immediate improvement. It's still not clear enough. How to qualify "nearly immediate profit"? What if a task has an immediate profit but requires heavy research? Or if it is basic but has uncertain profit, like the enforcement of a common style over the codebase? For example, does it belong to development or R&D to: Develop an engine which abstracts the access to the database, simplifying and shortening enormously the code of other applications (existent or ones which will be written in future) which should access to the database? Establish a new service-oriented architecture for the entire organization of company resources, in order to move from a bunch of separate and autonomous applications to a set of well-organized, interconnected web services, like what is used by Amazon? Design a new communication protocol to allow faster replication of data between two data centers of the company? Conceive a new type of software testing while working on a specific product, knowing that this type of testing will improve/simplify the testing process? Prove that Functional programming is more appropriate than OOP for a specific application, based on evidence, logic and previous experience? Enhance the existent application by adding gestures on tactile screens, after doing studies and testing that shows that those gestures improve the productivity of the users by a ratio of at least 1.4 for a precise set of tasks? Find a way to strongly enhance the Power usage effectiveness (PUE) of a data center? Create a Domain-Specific Language (DSL)? In short, how could I determine whether I'm doing R&D while working on something?

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  • Strategies for managUse of types in Python

    - by dave
    I'm a long time programmer in C# but have been coding in Python for the past year. One of the big hurdles for me was the lack of type definitions for variables and parameters. Whereas I totally get the idea of duck typing, I do find it frustrating that I can't tell the type of a variable just by looking at it. This is an issue when you look at someone else's code where they've used ambiguous names for method parameters (see edit below). In a few cases, I've added asserts to ensure parameters comply with an expected type but this goes against the whole duck typing thing. On some methods, I'll document the expected type of parameters (eg: list of user objects), but even this seems to go against the idea of just using an object and let the runtime deal with exceptions. What strategies do you use to avoid typing problems in Python? Edit: Example of the parameter naming issues: If our code base we have a task object (ORM object) and a task_obj object (higher level object that embeds a task). Needless to say, many methods accept a parameter named 'task'. The method might expect a task or a task_obj or some other construct such as a dictionary of task properties - it is not clear. It is them up to be to look at how that parameter is used in order to work out what the method expects.

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  • Passing Parameters Between Web-Services and JSF Pages

    - by shay.shmeltzer
    This is another quick demo that shows a common scenario that combines several demos I did in the past. The scenario – we have two web services, one returns a list of objects, the other allows us to update an object. We want to build a page flow where the first page shows us the list of objects, allows us to select one, and then we can edit that instance in the next page and call the second web service to update our data source. The demo shows: How to select a row and save the object value in a pageFlowScope. (using setPropertyListener). How to create a page that allows me to modify the value of the pageFlowScope object, and how to pass the object as a parameter to the second Web service. Check it out here:

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  • DDD and validation of aggregate root

    - by Mik378
    Suppose an aggregate root : MailConfiguration (wrapping an AddressPart object). The AddressPart object is a simple immutable value object with some fields like senderAdress, recipentAddress (to make example simple). As being an invariant object, AddressPart should logically wrap its own Validator (by the way of external a kind of AddressValidator for respecting Single Responsibility Principle) I read some articles that claimed an aggregateRoot must validate its 'children'. However, if we follow this principle, one could create an AddressPart with an uncohesive/invalid state. What are your opinion? Should I move the collaborator AddressValidator(used in constructor so in order to validate immediately the cohesion of an AddressPart) from AddressPart and assign it to aggregateRoot (MailConfiguration) ?

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  • Simple alternating text in Visual Basic 2008

    - by Josh Grate
    I have a simple completed program, but i would like to add one more feature to it but I'm not sure how. I have it set up to send a message automatically every 7 seconds when a text field is selected, repeating the message of course. What I would like for it to do is alternate between two separate messages, instead just repeating the one. I would like the new program to post at an interval of 12 seconds. Can you help me? Here is my coding. Public Class Form1 Private Sub Timer1_Tick(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles Timer1.Tick SendKeys.Send(TextBox1.Text) SendKeys.Send("{ENTER}") End Sub Private Sub Button1_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles Button1.Click Timer1.Enabled = True Timer1.Interval = (TextBox2.Text) End Sub Private Sub Button2_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles Button2.Click Timer1.Enabled = False End Sub Private Sub Form1_Load(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles MyBase.Load Timer1.Enabled = False End Sub End Class

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  • Another question about handling game states

    - by Eva
    I'm making a game designed with the entity-component paradigm that uses systems to communicate between components as explained here. I've reached the point in my development that I need to add game states (such as paused, playing, level start, round start, game over, etc.), but I'm not sure how to do it with my framework. I've looked at this code example on game states which everyone seems to reference, but I don't think it fits with my framework. It seems to have each state handling its own drawing and updating. My framework has a SystemManager that handles all the updating using systems. For example, here's my RenderingSystem class: public class RenderingSystem extends GameSystem { private GameView gameView_; /** * Constructor * Creates a new RenderingSystem. * @param gameManager The game manager. Used to get the game components. */ public RenderingSystem(GameManager gameManager) { super(gameManager); } /** * Method: registerGameView * Registers gameView into the RenderingSystem. * @param gameView The game view registered. */ public void registerGameView(GameView gameView) { gameView_ = gameView; } /** * Method: triggerRender * Adds a repaint call to the event queue for the dirty rectangle. */ public void triggerRender() { Rectangle dirtyRect = new Rectangle(); for (GameObject object : getRenderableObjects()) { GraphicsComponent graphicsComponent = object.getComponent(GraphicsComponent.class); dirtyRect.add(graphicsComponent.getDirtyRect()); } gameView_.repaint(dirtyRect); } /** * Method: renderGameView * Renders the game objects onto the game view. * @param g The graphics object that draws the game objects. */ public void renderGameView(Graphics g) { for (GameObject object : getRenderableObjects()) { GraphicsComponent graphicsComponent = object.getComponent(GraphicsComponent.class); if (!graphicsComponent.isVisible()) continue; GraphicsComponent.Shape shape = graphicsComponent.getShape(); BoundsComponent boundsComponent = object.getComponent(BoundsComponent.class); Rectangle bounds = boundsComponent.getBounds(); g.setColor(graphicsComponent.getColor()); if (shape == GraphicsComponent.Shape.RECTANGULAR) { g.fill3DRect(bounds.x, bounds.y, bounds.width, bounds.height, true); } else if (shape == GraphicsComponent.Shape.CIRCULAR) { g.fillOval(bounds.x, bounds.y, bounds.width, bounds.height); } } } /** * Method: getRenderableObjects * @return The renderable game objects. */ private HashSet<GameObject> getRenderableObjects() { return gameManager.getGameObjectManager().getRelevantObjects( getClass()); } } Also all the updating in my game is event-driven. I don't have a loop like theirs that simply updates everything at the same time. I like my framework because it makes it easy to add new GameObjects, but doesn't have the problems some component-based designs encounter when communicating between components. I would hate to chuck it just to get pause to work. Is there a way I can add game states to my game without removing the entity-component design? Does the game state example actually fit my framework, and I'm just missing something?

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  • A Reusable Builder Class for .NET testing

    - by Liam McLennan
    When writing tests, other than end-to-end integration tests, we often need to construct test data objects. Of course this can be done using the class’s constructor and manually configuring the object, but to get many objects into a valid state soon becomes a large percentage of the testing effort. After many years of painstakingly creating builders for each of my domain objects I have finally become lazy enough to bother to write a generic, reusable builder class for .NET. To use it you instantiate a instance of the builder and configuring it with a builder method for each class you wish it to be able to build. The builder method should require no parameters and should return a new instance of the type in a default, valid state. In other words the builder method should be a Func<TypeToBeBuilt>. The best way to make this clear is with an example. In my application I have the following domain classes that I want to be able to use in my tests: public class Person { public string Name { get; set; } public int Age { get; set; } public bool IsAndroid { get; set; } } public class Building { public string Street { get; set; } public Person Manager { get; set; } } The builder for this domain is created like so: build = new Builder(); build.Configure(new Dictionary<Type, Func<object>> { {typeof(Building), () => new Building {Street = "Queen St", Manager = build.A<Person>()}}, {typeof(Person), () => new Person {Name = "Eugene", Age = 21}} }); Note how Building depends on Person, even though the person builder method is not defined yet. Now in a test I can retrieve a valid object from the builder: var person = build.A<Person>(); If I need a class in a customised state I can supply an Action<TypeToBeBuilt> to mutate the object post construction: var person = build.A<Person>(p => p.Age = 99); The power and efficiency of this approach becomes apparent when your tests require larger and more complex objects than Person and Building. When I get some time I intend to implement the same functionality in Javascript and Ruby. Here is the full source of the Builder class: public class Builder { private Dictionary<Type, Func<object>> defaults; public void Configure(Dictionary<Type, Func<object>> defaults) { this.defaults = defaults; } public T A<T>() { if (!defaults.ContainsKey(typeof(T))) throw new ArgumentException("No object of type " + typeof(T).Name + " has been configured with the builder."); T o = (T)defaults[typeof(T)](); return o; } public T A<T>(Action<T> customisation) { T o = A<T>(); customisation(o); return o; } }

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  • In ADUC MMC, Advanced View, how to get Attribute Editor tab on the result of a Find?

    - by geoffc
    In Win2008 MS added a new Tab on objects in ADUC. Called Attribute Editor it is like Novell Console One's Other tab, or an arbitrary LDAP editor view, or an ADSI Edit style view. Basically it shows all allowed attributes for the object class, and allows you to edit according to your permissions. You need to enable Advanced Options in the View menu before it shows up. This is great, however it only shows up when you browse the directory tree and select an object. If you use the Find tool and open an object Attribute Editor is not shown. How annoying! Especially if your domain has more than 2000 users in a single container, then you almost must use Find to get to an object. Is there any way to make the Attribute Editor tab show up after using Find to open an object?

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  • Algorithms for pairing a rating system to an assignment queue

    - by blunders
    Attempting to research how to allow a group of people to effectively rank a set of objects (each group member will have contributed one object to the group), and then assign each member an object that's not their own based on: Their ratings of the objects, Their objects rating, and The object remaining to be assigned. Idea is to attempt to assign objects to people based on the groups rating of their contribution to the group relative to other member's contribution, the the personal preferences expressed via the ratings. Any suggestions for: Further research, Refining the statement of the problem/solution, or A solution.

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  • Part 8: How to name EBS Customizations

    - by volker.eckardt(at)oracle.com
    You might wonder why I am discussing this here. The reason is simple: nearly every project has a bit different naming conventions, which makes a the life always a bit complicated (for developers, but also setup responsible, and also for consultants).  Although we always create a document to describe the technical object naming conventions, I have rarely seen a dedicated document  with functional naming conventions. To be precisely, from my stand point, there should always be one global naming definition for an implementation! Let me discuss some related questions: What is the best convention for the customization reference? How to name database objects (tables, packages etc.)? How to name functional objects like Value Sets, Concurrent Programs, etc. How to separate customizations from standard objects best? What is the best convention for the customization reference? The customization reference is the key you use to reference your customization from other lists, from the project plan etc. Usually it is something like XXHU_CONV_22 (HU=customer abbreviation, CONV=Conversion object #22) or XXFA_DEPRN_RPT_02 (FA=Fixed Assets, DEPRN=Short object group, here depreciation, RPT=Report, 02=2nd report in this area) As this is just a reference (not an object name yet), I would prefer the second option. XX=Customization, FA=Main EBS Module linked (you may have sometimes more, but FA is the main) DEPRN_RPT=Short name to specify the customization 02=a unique number Important here is that the HU isn’t used, because XX is enough to mark a custom object, and the 3rd+4th char can be used by the EBS module short name. How to name database objects (tables, packages etc.)? I was leading different developer teams, and I know that one common way is it to take the Customization reference and add more chars behind to classify the object (like _V for view and _T1 for triggers etc.). The only concern I have with this approach is the reusability. If you name your view XXFA_DEPRN_RPT_02_V, no one will by choice reuse this nice view, as it seams to be specific for this CEMLI. My suggestion is rather to name the view XXFA_DEPRN_PERIODS_V and allow herewith reusability for other CEMLIs (although the view will be deployed primarily with CEMLI package XXFA_DEPRN_RPT_02). (check also one of the following Blogs where I will talk about deployment.) How to name Value Sets, Concurrent Programs, etc. For Value Sets I would go with the same convention as for database objects, starting with XX<Module> …. For Concurrent Programs the situation is a bit different. This “object” is seen and used by a lot of users, and they will search for. In many projects it is common to start again with the company short name, or with XX. My proposal would differ. If you have created your own report and you name it “XX: Invoice Report”, the user has to remember that this report does not start with “I”, it starts with X. Would you like typing an X if you are looking for an Invoice report? No, you wouldn’t! So my advise would be to name it:   “Invoice Report (XXAP)”. Still we know it is custom (because of the XXAP), but the end user will type the key “i” to get it (and will see similar reports starting also with “i”). I hope that the general schema behind has now become obvious. How to separate customizations from standard objects best? I would not have this section here if the naming would not play an important role. Unfortunately, we can not always link a custom application to our own object, therefore the naming is really important. In the file system structure we use our $XXyy_TOP, in JAVA_TOP it is perhaps also “xx” in front. But in the database itself? Although there are different concepts in place, still many implementations are using the standard “apps” approach, means custom objects are stored in the apps schema (which should not cause any trouble). Final advise: review the naming conventions regularly, once a month. You may have to add more! And, publish them! To summarize: Technical and functional customized objects should always follow a naming convention. This naming convention should be project wide, and only one place shall be used to maintain (like in a Wiki). If the name is for the end user, rather put a customization identifier at the end; if it is an internal name, start with XX…

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  • What is a good practice for 2D scene graph partitioning for culling?

    - by DevilWithin
    I need to know an efficient way to cull the scene graph objects, to render exclusively the ones in the view, and as fast as possible. I am thinking of doing it the following way, having in each object a local boundingbox which holds the object bounds, and a global boundingbox which holds the bounds of the object and all children. When a camera is moved, the render list is updated by traversing the global boundingboxes. When only the object is being moved, it tries to enlarge or shrink the ancestors global boundingboxes, and in the end updating or not the renderlist. What do you think of this approach? Do you think it will provide a fast and efficient culling? Also, because the render list is a contiguous list, it could accelerate the rendering, right? Any further tips for a 2D scene graphs are highly appreciated!

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  • Addressing threats introduced by the BYOD trend

    - by kyap
    With the growth of the mobile technology segment, enterprises are facing a new type of threats introduced by the BYOD (Bring Your Own Device) trend, where employees use their own devices (laptops, tablets or smartphones) not necessarily secured to access corporate network and information.In the past - actually even right now, enterprises used to provide laptops to their employees for their daily work, with specific operating systems including anti-virus and desktop management tools, in order to make sure that the pools of laptop allocated are spyware or trojan-horse free to access the internal network and sensitive information. But the BYOD reality is breaking this paradigm and open new security breaches for enterprises as most of the username/password based systems, especially the internal web applications, can be accessed by less or none protected device.To address this reality we can adopt 3 approaches:1. Coué's approach: Close your eyes and assume that your employees are mature enough to know what he/she should or should not do.2. Consensus approach: Provide a list of restricted and 'certified' devices to the internal network. 3. Military approach: Access internal systems with certified laptop ONLYIf you choose option 1: Thanks for visiting my blog and I hope you find the others entries more useful :)If you choose option 2: The proliferation of new hardware and software updates every quarter makes this approach very costly and difficult to maintain.If you choose option 3: You need to find a way to allow the access into your sensitive application from the corporate authorized machines only, managed by the IT administrators... but how? The challenge with option 3 is to find out how end-users can restrict access to certain sensitive applications only from authorized machines, or from another angle end-users can not access the sensitive applications if they are not using the authorized machine... So what if we find a way to store the applications credential secretly from the end-users, and then automatically submit them when the end-users access the application? With this model, end-users do not know the username/password to access the applications so even if the end-users use their own devices they will not able to login. Also, there's no need to reconfigure existing applications to adapt to the new authenticate scheme given that we are still leverage the same username/password authenticate model at the application level. To adopt this model, you can leverage Oracle Enterprise Single Sign On. In short, Oracle ESSO is a desktop based solution, capable to store credentials of Web and Native based applications. At the application startup and if it is configured as an esso-enabled application - check out my previous post on how to make Skype essso-enabled, Oracle ESSO takes over automatically the sign-in sequence with the store credential on behalf of the end-users. Combined with Oracle ESSO Provisioning Gateway, the credentials can be 'pushed' in advance from an actual provisioning server, like Oracle Identity Manager or Tivoli Identity Manager, so the end-users can login into sensitive application without even knowing the actual username and password, so they can not login with other machines rather than those secured by Oracle ESSO.Below is a graphical illustration of this approach:With this model, not only you can protect the access to sensitive applications only from authorized machine, you can also implement much stronger Password Policies in terms of Password Complexity as well as Password Reset Frequency but end-users will not need to remember the passwords anymore.If you are interested, do not hesitate to check out the Oracle Enterprise Single Sign-on products from OTN !

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  • Limiting the speed of the mouse cursor

    - by idlewire
    I am working on a simple game where you can drag objects around with the mouse cursor. As I drag the object around quickly, I notice there is some juddering, which seems to be due to the fact that I can move the mouse cursor faster than the game's update/draw. So, although I maintain the offset from where the player initially clicked on the object, the mouse's relative position to the object shifts around slightly before settling as I move the object very quickly. The only way I have found to get smooth, exact 1:1 movement is if I turn both IsFixedTimeStep and SynchronizeWithVerticalRetrace to false. However, I'd rather not have to do that. I have also tried making a custom mouse cursor, hiding the real mouse, taking the real mouse delta and clamping it to a maximum speed. Here is the problem: In windowed mode, the "real" mouse cursor moves off the window while the custom mouse cursor (since it's movement is being scaled) is still somewhere inside the game window. This becomes bizarre and is obviously not desired, as clicking at this point means clicking on things outside the game window. Is there any way to accomplish this in windowed mode? In fullscreen mode, the "real" mouse cursor is bounded to the edges of the screen. So I get to a point where there is no more mouse delta, yet my custom cursor is still somewhere in the middle of the screen and hence can't move further in that direction. If I wanted to clamp it to the edge of the screen when the real cursor is at the edge, then I would get an abrupt jump to the edge of the screen, which isn't desired either Any help would be appreciated. I'd like to be able to limit the speed of the mouse, but also would appreciate help with the first issue (the non-smooth relative offset between mouse cursor movement and object movement).

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  • QuadTree: store only points, or regions?

    - by alekop
    I am developing a quadtree to keep track of moving objects for collision detection. Each object has a bounding shape, let's say they are all circles. (It's a 2D top-down game) I am unsure whether to store only the position of each object, or the whole bounding shape. If working with points, insertion and subdivision is easy, because objects will never span multiple nodes. On the other hand, a proximity query for an object may miss collisions, because it won't take the objects' dimensions into account. How to calculate the query region when you only have points? If working with regions, how to handle an object that spans multiple nodes? Should it be inserted in the nearest parent node that completely contains it, even if this exceeds the node's capacity? Thanks.

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  • Oracle as a Service in the Cloud

    - by Jason Williamson
    This should really be a Tweet, but I guess I'm writing a bit more. In theme of data migration and legacy modernization, I am seeing more and more of a push to consolidate data sources, especially from non-oracle to oracle in an effort to save dollars. From a modernization perspective, this fits in quite well. We are able to migrate things like Terradata, Sybase and DB2 and put that all into an Oracle database and then provide that as a OaaS (Oracle as a Service) Cloud offering. This seems to be a growing trend, and not unlike the cool RDS Amazon Database cloud being built on Oracle as well. We again find ourselves back in the similar theme of migration, however. The target technology sounds like a winner (COBOL to Java/SOA...DB2/Datacom/Adabas to Oracle) but the age-old problem of how to get there still persists. It it not trivial to migrate large amounts of pre-relational or "devolved" relational data. To do this, we again must revert back to a tight roadmap to migration and leverage the growing tools and services that we have. I'm working on a couple of new sections and chapters for a book that Tom and Prakash and I are writing around Database Migration and Consolidation. I'll share some snipits shortly.

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  • Collision planes confusion

    - by Jeffrey
    I'm following this tutorial by thecplusplusguy and in the linked video he explain that for example for the world basement and walls we need to create the actual rendered (shown to the player) walls and then duplicate them, place them in the same coordinates as the rendered walls and call them collision (by defining their material to collision). Then it defines in the Object loader function that those objects with material == collision are collision planes and should not be rendered but just used to check collision. Now I'm pretty confused. Why would we add this kind of complexity to a problem that can easily be solved by a simple loadObject(string plane_object, bool check_collision);: Creating only the walls object (by loading .obj file in plane_object) Define them also as collision planes whenever the check_collision is set to true In this case we have lowered the complexity of his method and make it more flexible and faster to develop (faster because we don't always have to make a copy for each plane and flexible because we don't hardcode the Object loader). The only case in which this method could not work is when we need hidden collision planes, and for that we could modify the loadObject() function like this: loadObject(string plane_object, bool check_collision = true, bool hide_object = false); Creating only the walls object (by loading .obj file in plane_object) Define them also as collision planes whenever the check_collision is set to true And add the ability to actually show the object or hide it based on hide_object. The final question is: am I right? What would the possible problem encountered with my solution versus his?

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  • Depth buffer values reset on change shader?

    - by bobobobo
    I have 2 different shaders, and when I change the shader (glUseProgram), it seems that the depth information is lost, because everything drawn with the 2nd shader appears completely on top of anything drawn by the first shader. If I switch the order of shader use/drawing, then it's the same (the last drawn object always appears on top of the first drawn object if there is a shader change between the 2 objects, even if the last drawn object is further away)

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  • Should actors in a game be responsible for drawing themselves?

    - by alex
    I am very new to game development, but not to programming. I am (again) playing around with a Pong type game using JavaScript's canvas element. I have created a Paddle object which has the following properties... width height x y colour I also have a Pong object which has properties such as... width height backgroundColour draw(). The draw() method currently is resetting the canvas and that is where a question came up. Should the Paddle object have a draw() method responsible for its drawing, or should the draw() of the Pong object be responsible for drawing its actors (I assume that is the correct term, please correct me if I'm incorrect). I figured that it would be advantagous for the Paddle to draw itself, as I instantiate two objects, Player and Enemy. If it were not in the Pong's draw(), I'd need to write similar code twice. What is the best practice here? Thanks.

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  • Should I use AND or should I use OR

    - by BDotA
    An order can be in the "status" of Completed, Corrected or some other stratus. I saw some code that is checking it like this, the purpose is to disable some stuff when the status is in Completed or Corrected status. if (model.CurrentStatus != DSRHelper.OrderStatusEnum.Complete && model.CurrentStatus != DSRHelper.OrderStatusEnum.Corrected) I can't get it why the engineer has used "AND" for this, shouldn't it be an "OR"?

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  • Interpolation between two 3D points?

    - by meds
    I'm working with some splines which define a path a character follows (you can see a gameplay video here to get a better understanding of what's going on: http://www.youtube.com/watch?v=BndobjOiZ6g). Basically the characters 'forward' look direction is set to the 'forward' direction of the spline and when players tilt their phone left and right the character is strafed along its 'right' coordinate. The issue with this is (rather obviously) in performance, interpolating over a spline to find the nearest position and tangent relative to the player is an incredibly costly operation. To get by this I cache a finite number of positions in what I call 'SplineDetails', the class is as follows: public class SplineDetails { public SplineDetails() { Forward = Vector3.forward; Position = Vector3.one * float.MaxValue; Alpha = -1; } public float Alpha; // [0,1] measured along length of spline where 0 is the initial point and 1 is the end point of the spline public Vector3 Position; // the point of the spline at this alpha public Vector3 Forward; // the forward tangent of the spline at this alpha } I populate this with say 30 coordinates and I can give a rough estimate of a coordinate and 'forward' based on a position past in. It's not as accurate but it's much faster. But now I'd like to make the system work better by estimating positions and 'forward' directions by interpolating between two of the cached points though I'm stuck trying to figure out some logic. My first problem is, how can I determine between which two points the object is? Given each point can be placed at different intervals along the spline it could mean that two points in front or behind the object can be closer to the object. The other problem is to figure out the proportion between the two paths it's between, i.e. if there is a point a at coordinate (0,0,0) and point b at coordinate (1,0,0) if the object is at position (0.5,0,0) then the result it should give is '0.5' (as it is equal distance away from point a and point b). That's a simple example, but what if the object is at coordinate (0.5,3,0) for example?

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  • Can't slow down the pointer speed enough

    - by murat güler
    I have changed my mouse, bought a new set but still no use - it's too fast for a designer. And in the new version (12.04) I don't even know how to find the xorg.conf, or anything would help Is not there any application for this to adjust mouse sensivity more than the default options like Logitech applications for Windows? Keyboard and mouse model: Logitech mk520 wireless laser mouse & keyboard set. Mouse model: m310 (laser, wireless)

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  • Need to make animation whereby the character shatters into a bunch of pieces

    - by theprojectabot
    I would like to take a 3d character model, cut out a bunch of shapes (or a bunch of triangles in the shape of the pieces I want) and then have the pieces separate from each other at the beginning of the animation and fall apart with gravity so it looks like the model is falling apart in shattered pieces. Is there a way to run a script on a mesh, cut out these pieces, instantiate all of them as separate models and then run gravity on them during the simulation?

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