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  • 2D map/plane with nodes overlayed that supports panning, scaling and clicking on nodes

    - by garlicman
    I'm trying my hand at Android development and seem to be running into an invisible ceiling in trying to get what I want accomplished. Basically I'm trying to create an app that renders a 2D surface map that I can (pinch) zoom and pan. I'll have to place nodes on the surface of the map that will scale/zoom and pan in relation to the surface. I started out with a 2D ImageView approach and got as far as pinch zoom, pan and laying nodes as relative ImageViews, but all the methods I tried to get X,Y,W,H for the 2D surface were always off for some reason. Additionally, I was never able to scale the node ImageViews correctly, and as a result never got far enough to try and work out their X,Y scaled offset. So I decided to get back to 3D rendering. Conceptually pan/zoom is camera manipulation, so I don't have to mess with how to scale the 2D map or the nodes. But I need a starting point or sample to get me going that's close to what I'm trying to achieve. A sample on a translucent spinning cube isn't helping as much as I need it to. Any tips? Links, insults and sympathy are all welcome!

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  • Scaling Down Pixel Art?

    - by Michael Stum
    There's plenty of algorithms to scale up pixel art (I prefer hqx personally), but are there any notable algorithms to scale it down? In my case, the game is designed to run at 1280x720, but if someone plays at a lower resolution I want it to still look good. Most Pixel Art discussions center around 320x200 or 640x480 and upscaling for use in console emulators, but I wonder how modern 2D games like the Monkey Island Remake look good on lower resolutions? (Ignoring the options of having multiple versions of assets (essentially, mipmapping))

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  • Sprite not rotating around its centre after Scaling at its centre

    - by asma.farhat
    If I scale a sprite at its centre, then try to rotate it around its centre as well, the rotation does not occur around its centre. If you need to rotate, for example a scaled ball,the way its working it is set the scale center at the top left (0,0) set the scale that you want, and then set the rotation center to the middle of the scaled sprite, and then apply the rotation modifier. blaBloBliSprite.setScaleCenter(0, 0); blaBloBliSprite.setScale(0.667f); blaBloBliSprite.setPosition(557, CAMERA_HEIGHT / 2 - blaBloBliSprite.getHeightScaled() / 2); blaBloBliSprite.setRotationCenter(blaBloBliSprite.getWidthScaled() / 2, blaBloBliSprite.getHeightScaled() / 2); But I want to scale a sprite at its centre as well. Is there any way of doing it?

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  • Scaling Skeletal values to be able to reach objects on the screen

    - by Sweta Dwivedi
    I have created a game using Kinect + XNA and the game runs on full screen mode.. However when i try to touch or reach a certain area on the screen using hand.. I cant reach it.. I will already be outside the range of the sensor trying to touch the object on the game screen.. Is there anyway I can scale the skeletal values so that the users can easily touch objects on the screen without having to stretch or bend too much?

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  • Oracle OpenWorld Update -- Scaling Infrastructure to Meet Business Growth: A Coherence Customer Panel

    - by Ruma Sanyal
    Today being the Monday of OpenWorld is packed with great content and sessions. I have already blogged about the general session by Ajay Patel and the classic Cloud Application Foundation roadmap and strategy session by Mike Lehmann. But we will be remiss if we don’t list the customer panel for Coherence. Come listen to customers spanning a wide variety of industries such as consumer goods, railways, and agricultural biotechnology discuss how Oracle Coherence enables business growth, cost cutting, and improved customer experience. You will learn how Coherence helps scale services cost-effectively, improve performance, and assure service availability in both on-premises and cloud deployments. Each customer will present details of their specific use cases, benefits and war stories of developing, deploying and managing some of the largest data grid deployments in the world. The session will be moderated by Cameron Purdy, VP of Development, and Mr. Coherence himself J For more information about this and other Coherence sessions, review the Coherence Focus on document. Details: Monday, 10/1, 12:15 p.m. - 1:15 p.m., Moscone South Room 309

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  • REAL PRACTICES: Performance Scaling Microsoft SQL Server 2008 Analysis Services at Microsoft adCenter

    This white paper explains how Microsoft® adCenter implemented a Microsoft SQL Server® 2008 Analysis Services Scalable Shared Database on EMC® Symmetrix VMAX™ storage. Leveraging TimeFinder® clones and Enterprise Flash Drives with the read-only feature of SQL Server 2008 Analysis Services allowed adCenter to dramatically scale out OLAP while maintaining SLAs and decreasing system outages.

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  • Scaling Sound Effects and Physics with Framerate

    - by Thomas Bradsworth
    (I'm using XNA and C#) Currently, my game (a shooter) runs flawlessly with 60 FPS (which I developed around). However, if the framerate is changed, there are two major problems: Gunshot sound effects are slower Jumping gets messed up Here's how I play gunshot sounds: update(gametime) { if(leftMouseButton.down) { enqueueBulletForSend(); playGunShot(); } } Now, obviously, the frequency of playGunShot depends on the framerate. I can easily fix the issue if the FPS is higher than 60 FPS by capping the shooting rate of the gun, but what if the FPS is less than 60? At first I thought to just loop and play more gunshots per frame, but I found that this can cause audio clipping or make the bullets fire in "clumps." Now for the second issue: Here's how jumping works in my game: if(jumpKey.Down && canJump) { velocity.Y += 0.224f; } // ... (other code) ... if(!onGround) velocity.Y += GRAVITY_ACCELERATION * elapsedSeconds; position += velocity; The issue here is that at < 60 FPS, the "intermediate" velocity is lost and therefore the character jumps lower. At 60 FPS, the game adds more "intermediate" velocities, and therefore the character jumps higher. For example, at 60 FPS, the following occurs: Velocity increased to 0.224 Not on ground, so velocity decreased by X Position increased by (0.224 - X) <-- this is the "intermediate" velocity At 30 FPS, the following occurs: Velocity increased to 0.224 Not on ground, so velocity decreased by 2X Position increased by (0.224 - 2X) <-- the "intermediate" velocity was lost All help is appreciated!

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  • 3d Model Scaling With Camera

    - by spasarto
    I have a very simple 3D maze program that uses a first person camera to navigate the maze. I'm trying to scale the blocks that make up the maze walls and floor so the corridors seem more roomy to the camera. Every time I scale the model, the camera seems to scale with it, and the corridors always stay the same width. I've tried apply the scale to the model in the content pipe (setting the scale property of the model in the properties window in VS). I've also tried to apply the scale using Matrix.CreateScale(float) using the Scale-Rotate-Transform order with the same result. If I leave the camera speed the same, the camera moves slower, so I know it's traversing a larger distance, but the world doesn't look larger; the camera just seems slower. I'm not sure what part of the code to include since I don't know if it is an issue with my model, camera, or something else. Any hints at what I'm doing wrong? Camera: Projection = Matrix.CreatePerspectiveFieldOfView( MathHelper.PiOver4, _device.Viewport.AspectRatio, 1.0f, 1000.0f ); Matrix camRotMatrix = Matrix.CreateRotationX( _cameraPitch ) * Matrix.CreateRotationY( _cameraYaw ); Vector3 transCamRef = Vector3.Transform( _cameraForward, camRotMatrix ); _cameraTarget = transCamRef + CameraPosition; Vector3 camRotUpVector = Vector3.Transform( _cameraUpVector, camRotMatrix ); View = Matrix.CreateLookAt( CameraPosition, _cameraTarget, camRotUpVector ); Model: World = Matrix.CreateTranslation( Position );

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  • Chinese SEO - Scaling the Great Firewall

    At approximately 1.3 billion, it has the largest population in the world. The number of its Internet users rises significantly each year. It has a great virtual wall that rivals its real one that stretches 8,800 kilometers from Shanhaiguan to Lop Nur. It is the People's Republic of China (PRC).

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  • Looking for algorithms regarding scaling and moving

    - by user1806687
    I've been bashing my head for the past couple of weeks trying to find algorithms that would help me accomplish, on first look very easy task. So, I got this one object currently made out of 5 cuboids (2 sides, 1 top, 1 bottom, 1 back), this is just for an example, later on there will be whole range of different set ups. I have included three pictures of this object(as said this is just for an example). Now, the thing is when the user scales the whole object this is what should happen: X scale: top and bottom cuboids should get scaled by a scale factor, sides should get moved so they are positioned just like they were before(in this case at both ends of top and bottom cuboids), back should get scaled so it fits like before(if I simply scale it by a scale factor it will leave gaps on each side). Y scale: sides should get scaled by a scale factor, top and bottom cuboid should get moved, and back should also get scaled. Z scale: sides, top and bottom cuboids should get scaled, back should get moved. Here is an image of the example object (a thick walled box, with one face missing, where each wall is made by a cuboid): Front of the object: Hope you can help,

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  • LIbgdx and android scaling

    - by petervaz
    Following my previous question, I decided to migrate my andengine game to libdgx to have the desktop option. The game assets were planned, at first, to use a 1080x600 resolution and I raised that to 1200x800 which is native for many tablets and would look better on monitors. I followed this blog aproach regarding aspect ratio, which worked nicely on the desktop version, but running the android version (on my smaller tablet), the background would still appear on the original size being cropped by the smaller screen size. How can I force the resize of the background (or for what matter, of everything) on android to fit the screen?

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  • Scaling SQL Server in Azure

    - by simonsabin
    If you’ve been reading the wires about SQL Azure you will have seen a change to the tiers that are being offered. Thsi is all so that you can get a more predictable performance level from the platform and also to enable Azure to manage the resources. You now have 3 categories basic, standard and premium, and within those you have some other levels. This enables you to start your service at a low level and then as required request more capacity (through the portal or API).   For details on the...(read more)

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  • AWS: setting up auto-scale for EC2 instances

    - by Elton Stoneman
    Originally posted on: http://geekswithblogs.net/EltonStoneman/archive/2013/10/16/aws-setting-up-auto-scale-for-ec2-instances.aspxWith Amazon Web Services, there’s no direct equivalent to Azure Worker Roles – no Elastic Beanstalk-style application for .NET background workers. But you can get the auto-scale part by configuring an auto-scaling group for your EC2 instance. This is a step-by-step guide, that shows you how to create the auto-scaling configuration, which for EC2 you need to do with the command line, and then link your scaling policies to CloudWatch alarms in the Web console. I’m using queue size as my metric for CloudWatch,  which is a good fit if your background workers are pulling messages from a queue and processing them.  If the queue is getting too big, the “high” alarm will fire and spin up a new instance to share the workload. If the queue is draining down, the “low” alarm will fire and shut down one of the instances. To start with, you need to manually set up your app in an EC2 VM, for a background worker that would mean hosting your code in a Windows Service (I always use Topshelf). If you’re dual-running Azure and AWS, then you can isolate your logic in one library, with a generic entry point that has Start() and Stop()  functions, so your Worker Role and Windows Service are essentially using the same code. When you have your instance set up with the Windows Service running automatically, and you’ve tested it starts up and works properly from a reboot, shut the machine down and take an image of the VM, using Create Image (EBS AMI) from the Web Console: When that completes, you’ll have your own AMI which you can use to spin up new instances, and you’re ready to create your auto-scaling group. You need to dip into the command-line tools for this, so follow this guide to set up the AWS autoscale command line tool. Now we’re ready to go. 1. Create a launch configuration This launch configuration tells AWS what to do when a new instance needs to be spun up. You create it with the as-create-launch-config command, which looks like this: as-create-launch-config sc-xyz-launcher # name of the launch config --image-id ami-7b9e9f12 # id of the AMI you extracted from your VM --region eu-west-1 # which region the new instance gets created in --instance-type t1.micro # size of the instance to create --group quicklaunch-1 #security group for the new instance 2. Create an auto-scaling group The auto-scaling group links to the launch config, and defines the overall configuration of the collection of instances: as-create-auto-scaling-group sc-xyz-asg # auto-scaling group name --region eu-west-1 # region to create in --launch-configuration sc-xyz-launcher # name of the launch config to invoke for new instances --min-size 1 # minimum number of nodes in the group --max-size 5 # maximum number of nodes in the group --default-cooldown 300 # period to wait (in seconds) after each scaling event, before checking if another scaling event is required --availability-zones eu-west-1a eu-west-1b eu-west-1c # which availability zones you want your instances to be allocated in – multiple entries means EC@ will use any of them 3. Create a scale-up policy The policy dictates what will happen in response to a scaling event being triggered from a “high” alarm being breached. It links to the auto-scaling group; this sample results in one additional node being spun up: as-put-scaling-policy scale-up-policy # policy name -g sc-psod-woker-asg # auto-scaling group the policy works with --adjustment 1 # size of the adjustment --region eu-west-1 # region --type ChangeInCapacity # type of adjustment, this specifies a fixed number of nodes, but you can use PercentChangeInCapacity to make an adjustment relative to the current number of nodes, e.g. increasing by 50% 4. Create a scale-down policy The policy dictates what will happen in response to a scaling event being triggered from a “low” alarm being breached. It links to the auto-scaling group; this sample results in one node from the group being taken offline: as-put-scaling-policy scale-down-policy -g sc-psod-woker-asg "--adjustment=-1" # in Windows, use double-quotes to surround a negative adjustment value –-type ChangeInCapacity --region eu-west-1 5. Create a “high” CloudWatch alarm We’re done with the command line now. In the Web Console, open up the CloudWatch view and create a new alarm. This alarm will monitor your metrics and invoke the scale-up policy from your auto-scaling group, when the group is working too hard. Configure your metric – this example will fire the alarm if there are more than 10 messages in my queue for over a minute: Then link the alarm to the scale-up policy in your group: 6. Create a “low” CloudWatch alarm The opposite of step 4, this alarm will trigger when the instances in your group don’t have enough work to do (e.g fewer than 2 messages in the queue for 1 minute), and will invoke the scale-down policy. And that’s it. You don’t need your original VM as the auto-scale group has a minimum number of nodes connected. You can test out the scaling by flexing your CloudWatch metric – in this example, filling up a queue from a  stub publisher – and watching AWS create new nodes as required, then stopping the publisher and watch AWS kill off the spare nodes.

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  • TightVNC (or any VNC) viewer windows scaling

    - by mr.b
    Hi, I am currently using TightVNC to connect to multiple remote hosts in LAN. I start 16 VNC viewers, set Scaling by: Auto (in connection options display), and then select all viewer windows and use Tile Horizontally, which covers my entire screen with VNC viewers. It all works sort of nice, except that desktop interaction is really slow when there are more then 4 VNC viewers. My question is, does VNC client (not just TightVNC, but any compatible client) support some kind of smart scaling option, so that client tells server something along the lines of: "Okay, I'm displaying your entire screen in a window size 300x225 px, so can you please start sending encoded images on that resolution?", at which point interactiveness of open connections dramatically increase, and when I decide to go full screen on some connection, client and server re-negotiate and server starts sending full resolution images again? Thanks!!

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  • TightVNC (or any VNC) client windows scaling

    - by mr.b
    Hi, I am currently using TightVNC to connect to multiple remote hosts in LAN. I start 16 VNC instances, set Scaling by: Auto (in connection options display), set Hextile encoding, and then select all windows and use Tile Horizontally, which covers my entire screen with VNC screens. It all works sort of nice, except that desktop interaction is really slow when there are more then 4 VNC clients. My question is, does VNC client (not just TightVNC, but any compatible client) support some kind of smart scaling option, so that client tells server something along the lines of: "Okay, I'm displaying your entire screen in a window size 300x225 px, so can you please start sending encoded images on that resolution?", at which point interactiveness of open connections dramatically increase, and when I decide to go full screen on some connection, client and server re-negotiate and server starts sending full resolution images again? Thanks!!

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  • Scaling a ruby script by launching multiple processes instead of using threads.

    - by Zombies
    I want to increase the throughput of a script which does net I/O (a scraper). Instead of making it multithreaded in ruby (I use the default 1.9.1 interpreter), I want to launch multiple processes. So, is there a system for doing this to where I can track when one finishes to re-launch it again so that I have X number running at any time. ALso some will run with different command args. I was thinking of writing a bash script but it sounds like a potentially bad idea if there already exists a method for doing something like this on linux.

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  • Precision loss when transforming from cartesian to isometric

    - by Justin Skiles
    My goal is to display a tile map in isometric projection. This tile map has 25 tiles across and 25 tiles down. Each tile is 32x32. See below for how I'm accomplishing this. World Space World Space to Screen Space Rotation (45 degrees) Using a 2D rotation matrix, I use the following: double rotation = Math.PI / 4; double rotatedX = ((tileWorldX * Math.Cos(rotation)) - ((tileWorldY * Math.Sin(rotation))); double rotatedY = ((tileWorldX * Math.Sin(rotation)) + (tileWorldY * Math.Cos(rotation))); World Space to Screen Space Scale (Y-axis reduced by 50%) Here I simply scale down the Y value by a factor of 0.5. Problem And it works, kind of. There are some tiny 1px-2px gaps between some of the tiles when rendering. I think there's some precision loss somewhere, or I'm not understanding how to get these tiles to fit together perfectly. I'm not truncating or converting my values to non-decimal types until I absolutely have to (when I pass to the render method, which only takes integers). I'm not sure how to guarantee pixel perfect rendering precision when I'm rotating and scaling on a level of higher precision. Any advice? Do I need to supply for information?

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  • More RAM vs. more servers

    - by user357972
    I was recently asked "Do you know when to decide between going for more RAM or more servers?" (in the context of scaling data mining applications). I had no idea, so what are some ways to decide? I have very little knowledge of architecture and scaling (my understanding of computer memory and what a server does is limited to the high-level basics), so tips on learning more about these things in general are also very welcome.

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  • Calibrate Screen Measurements / Scaling in Mac OS X

    - by orphu
    Is there a way to adjust the scaling of items on the screen in Mac OS X so they are 1 to 1 with the real world? I.E. When I'm working with a line in illustrator that is 5 inches long, and the zoom is 100%, I'd like the actual size of the line on screen to be 5 inches. I've dug into the System Preferences but can't seem to find anything related to this. I'm using Snow Leopard on a 24" iMac

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  • Calibrate Screen Measurements / Scaling in Mac OS X

    - by orphu
    Is there a way to adjust the scaling of items on the screen in Mac OS X so they are 1 to 1 with the real world? I.E. When I'm working with a line in illustrator that is 5 inches long, and the zoom is 100%, I'd like the actual size of the line on screen to be 5 inches. I've dug into the System Preferences but can't seem to find anything related to this. I'm using Snow Leopard on a 24" iMac

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  • Deploy an AWS Auto Scaling groups using Chef Server

    - by Yoga
    You can, for example, to deploy an an Auto Scaling groups consists of web severs, ELB and DB using AWS CloudFormation (with Chef server): http://aws.amazon.com/cloudformation/aws-cloudformation-templates/ But, you need to initially create a CF template, is it possible to do it only using Chef Server and Knife? We don't want to rely much on the CloudFormation and seems the hosted Chef server at (http://www.opscode.com/) is able to do so. Any opensource alternative? Thanks.

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  • DPI Scaling in Windows 8.1 via command line

    - by Vulcan
    I'd like to create a keyboard shortcut to quickly and easily change the DPI scale on my machine. In Windows 8.1, the desktop display DPI scale can be set via the control panel (pictured below), taking effect immediately. Alternatively, the scale can be set manually in the registry, but doing so requires that the user sign in and out or restart the machine in order to take effect (and only works to imitate the "one scaling level for all my displays" option). How can I set the DPI scale via the command line, or otherwise programmatically?

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  • Iphone resizing images

    - by Greg
    Hi all, As far as I have read, scaling a big image to draw it on the iPhone is very slow [1]. I really need to do it fast and I wonder why zoom goes so fast on the iPhone while code scaling is so slow. Any idea? By the way, any fast way to do scaling? [1] For instance: http://stackoverflow.com/questions/1282830/uiimagepickercontroller-uiimage-memory-and-more Thanks for your time. Greg

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