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  • OpenGL flickerinng near the edges

    - by Daniel
    I am trying to simulate particles moving around the scene with OpenCL for computation and OpenGL for rendering with GLUT. There is no OpenCL-OpenGL interop yet, so the drawing is done in the older fixed pipeline way. Whenever circles get close to the edges, they start to flicker. The drawing should draw a part of the circle on the top of the scene and a part on the bottom. The effect is the following: The balls you see on the bottom should be one part on the bottom and one part on the top. Wrapping around the scene, so to say, but they constantly flicker. The code for drawing them is: void Scene::drawCircle(GLuint index){ glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(pos.at(2*index),pos.at(2*index+1), 0.0f); glBegin(GL_TRIANGLE_FAN); GLfloat incr = (2.0 * M_PI) / (GLfloat) slices; glColor3f(0.8f, 0.255f, 0.26f); glVertex2f(0.0f, 0.0f); glColor3f(1.0f, 0.0f, 0.0f); for(GLint i = 0; i <=slices; ++i){ GLfloat x = radius * sin((GLfloat) i * incr); GLfloat y = radius * cos((GLfloat) i * incr); glVertex2f(x, y); } glEnd(); } If it helps, this is the reshape method: void Scene::reshape(GLint width, GLint height){ if(0 == height) height = 1; //Prevent division by zero glViewport(0, 0, width, height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluOrtho2D(xmin, xmax, ymin, ymax); std::cout << xmin << " " << xmax << " " << ymin << " " << ymax << std::endl; }

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  • How can I solve this SAT edge case?

    - by ssb
    I have an SAT implementation that basically works, and the fact that it works is what's giving me a few headaches. Basically there are some situations where using the SAT doesn't quite give me my intended result. One of these involves movement across multiple collision objects. Or to put it another way, if I have several collision boxes lined up next to each other such as to create something like a wall or a floor, movement along that surface while constantly applying force into that surface sometimes causes hangups, i.e. the player stops moving. This illustration shows what I mean: The 2 boxes on the bottom represent a floor, and the box on top/in the middle represents what my player is doing. There are several squares lined up as world obstacles to create some kind of wall, and if I move to the left across this surface while holding the down key then the issue arises. It only happens at the exact dividing point between two blocks. It only happens when moving to the left. At any rate I think I know why it happens, but I don't know how to solve it. Basically when I update my player movement I consider which directions are pressed, naturally, so if down is pressed I will add the speed to the Y component, and so on. But due to the way my SAT is implemented, when the penetration into the shape is the same from both sides it just goes with the smallest axis that it finds first, and it checks collisions against objects in the order that they were created because it goes through a foreach loop on the list of collidable objects. So this all adds up to the effect of if I'm moving to the left over a series of boxes while holding down, it will resolve me back to the right out of the first box and then up out of the box to the right of it, and this continues as long as the penetration is the same. The odd part is that this doesn't happen every time, which I am going to attribute to some oddity regarding multiplying velocity by the game time and causing some minor discrepancies between the lengths. Ultimately what this boils down to is that it will keep resolving me to the right and up, but this is technically expected behavior. All the solutions I can think of only address the symptoms of this problem and not the actual cause, such as not using many blocks to create walls or shapes, which is an option I'd like to keep open. I could also change which axis my algorithm defaults to, but that would just cause problems when going up/down along the walls. What can I do to fix this?

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  • The value of money

    - by ambreesh
    A dictionary definition of money is "any circulating medium of exchange, including coins, paper money, anddemand deposits". If you ask an economist for a definition of money, you will be introduced to terms like M1, M2, M3, all of which denote tangible assets - currency, and anything that is liquid enough to be used as currency; checks, stamps and now mobile minutes being examples. The macroeconomic theory of money is fascinating - the effect of money supply on exchange rates and interest rates, the concept of the "money multiplier" (if I deposit $10 into a bank, the bank will likely loan $8 of it to someone else, who will then give it to someone else in exchange for goods and services, who will then likely deposit it again, which will result in the bank loaning it again and so on - making that $10 of money supply worth a lot more ($10+$8+$x+...)).  But all this depends on money supply - in other words, money that is printed by the mint. The Treasury Department spends a lot of time figuring out how much money to print, there is lot being written on QE2 now-a-days, which is intended to increase the money supply. Money is used to purchase goods and services, and yes it is saved too but that is so one can purchase goods and services later. Completely unrelated, there is a sea change occurring in the web world, dominated by, I believe, Facebook. With 500M active users and growing, FB has the ability to introduce a "money supply" which is completely unrelated to today's "money". Using today's money, a FB user can buy a certain number of FB$s, and then use the FB$s within FB to purchase goods and services - with the money multiplier kicking in. I remember talking with a colleague about this a few years ago, the true way to monetize the web is to introduce an alternative system to the existing, and FB has the ability to do just that. There is enough momentum, enough mass for FB to start to monetize its user base. And completely screw up the economists at the Treasury, not to mention disintermediating the banks completely. The only other ubiquitous asset is mobile minutes. People exchanging mobile minutes for tangible goods and services happens today, the big difference however is the demographic. While Safaricom offers this ability in Kenya today, FB has the 15-40 year middle class user as their user. And the next generation is growing up with FB as a standard channel for communicating with their peers. Virtual flowers when going in for the kill? If your target is an avid FB user, why not? It certainly is a lot more green - no pun intended!

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  • Engine Rendering pipeline : Making shaders generic

    - by fakhir
    I am trying to make a 2D game engine using OpenGL ES 2.0 (iOS for now). I've written Application layer in Objective C and a separate self contained RendererGLES20 in C++. No GL specific call is made outside the renderer. It is working perfectly. But I have some design issues when using shaders. Each shader has its own unique attributes and uniforms that need to be set just before the main draw call (glDrawArrays in this case). For instance, in order to draw some geometry I would do: void RendererGLES20::render(Model * model) { // Set a bunch of uniforms glUniformMatrix4fv(.......); // Enable specific attributes, can be many glEnableVertexAttribArray(......); // Set a bunch of vertex attribute pointers: glVertexAttribPointer(positionSlot, 2, GL_FLOAT, GL_FALSE, stride, m->pCoords); // Now actually Draw the geometry glDrawArrays(GL_TRIANGLES, 0, m->vertexCount); // After drawing, disable any vertex attributes: glDisableVertexAttribArray(.......); } As you can see this code is extremely rigid. If I were to use another shader, say ripple effect, i would be needing to pass extra uniforms, vertex attribs etc. In other words I would have to change the RendererGLES20 render source code just to incorporate the new shader. Is there any way to make the shader object totally generic? Like What if I just want to change the shader object and not worry about game source re-compiling? Any way to make the renderer agnostic of uniforms and attributes etc?. Even though we need to pass data to uniforms, what is the best place to do that? Model class? Is the model class aware of shader specific uniforms and attributes? Following shows Actor class: class Actor : public ISceneNode { ModelController * model; AIController * AI; }; Model controller class: class ModelController { class IShader * shader; int textureId; vec4 tint; float alpha; struct Vertex * vertexArray; }; Shader class just contains the shader object, compiling and linking sub-routines etc. In Game Logic class I am actually rendering the object: void GameLogic::update(float dt) { IRenderer * renderer = g_application->GetRenderer(); Actor * a = GetActor(id); renderer->render(a->model); } Please note that even though Actor extends ISceneNode, I haven't started implementing SceneGraph yet. I will do that as soon as I resolve this issue. Any ideas how to improve this? Related design patterns etc? Thank you for reading the question.

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  • How can I set the date format to my country setting?

    - by Jamina Meissner
    I am German, but I use only English software. Hence, I am also using English Ubuntu. It's not because I don't know how to install German Ubuntu. It's because I prefer to work with English software environment. However, I would like to keep date & time format in German format, just as I use a German keyboard layout in English Ubuntu. I can set the time format to 24h time. But how can I set the date format to German time format? It is irritating for me to have the day number before the time numbers: In other words, instead of "Oct 14 15:16" I want it to display "14 Okt" or (if only English language is available) "14 Oct 15:16" or "14th Oct 15:16". At least, the number of the day should be displayed before the month. In Windows, it was no problem to choose time/date/currency settings according to a chosen country. Where can I do this in Ubuntu? The best would be if I could freely enter the date/time format myself with variables (DD.MM hh.mm.ss etc). I found answers for Ubuntu 11.04, but not for Ubuntu 12.04. I am using Ubuntu 12.04, 64-bit. Keep in mind that I am a beginner. So I'd like to be able to do this via GUI, if possible. EDIT: I found the answer in a forum. Go to System Settings... and choose Language Support. There are two tabs, Language and Reginal Formats. You are by default on the Language tab. On the Language tab, click Install / Remove Languages. A window with a list of languages opens. Mark the language(s) you want to add for your time/date/currency format. Click Apply Changes. Ubuntu will now download and install the additional language files, as well as help files of other applications in this language. So don't be irritated. When Ubuntu has finished applying the changes, switch to Regional Formats tab. (Do not change the Language for menus and windows on the Language tab if you only want to change the date/time/unit format). There you can choose from the dropdown list the language for your preferred format for date/time/currency/unit. Log out and log in again to have the changes take effect.

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  • Windows Phone 7 + Azure.and a couple of nuggets

    I recently gave a talk about Windows Phone 7 at a Bizpark Camp in San Francisco.  The camp had two focuses: Azure and Windows Phone 7.  My presentation covered WP7 portion of the camp.  During my presentation I highlighted the phone platform and talked about some of the differentiators from design, technology and a business standpoint.    Whenever I watch presentations or go to tech meet-ups I feel like I get the most value when I can walk away with a few nuggets that I wouldnt necessarily have known about otherwise.  That said, I tried to add a few resources into my presentation that should be helpful when building WP7 apps.      Nuggets Seeing that the camp was focused on Azure and WP7 I decided to augment my presentation with a code sample.  The intention was to give some insight on how to approach building WP7 applications that talk to Azure.  Some colleges of mine here at Clarity have posted a sample on codeplex focused on getting up and running with WP7 and Azure..you can check it out HERE.   The project is not a hello world app, and is targeted at people who have some experience with the platform and a working knowledge of silverlight. Also, during my presentation I mentioned some limitations with the current phone sdk.  Our sample code on contains work-abounds for the following: #1 Panorama Control #2  Tilt effect #3   Animating Frame #4   Sample architecture (leveraging MVVM light)  and coding patterns.  Note: For the sample phone project we used an azure token that will expire in the next couple of months.  When that happensin the downloads section of the codeplex project there a link to a local development fabric that can be used for local development Presentation Admittedly, the slide deck is pretty design heavy, and doesnt contain much text.  This was semi-intentional to encourage people to come out to the camps and hear it first hand.  There is some additional info found the notes of the PPTX.  Dont forget to check out the full presentation at the Chicago Bizspark Camp on May 21st here at the Clarity Office.  Or on June 4th in  Los Angeles. You can DOWNLOAD the Slides here:  PPTX  |  PDF or view it inline below.  View more presentations from eklimcz. Cheers! Erik Klimczak  | [email protected] | twitter.com/eklimczDid you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Windows Phone 7 + Azure.and a couple of nuggets

    I recently gave a talk about Windows Phone 7 at a Bizpark Camp in San Francisco.  The camp had two focuses: Azure and Windows Phone 7.  My presentation covered WP7 portion of the camp.  During my presentation I highlighted the phone platform and talked about some of the differentiators from design, technology and a business standpoint.    Whenever I watch presentations or go to tech meet-ups I feel like I get the most value when I can walk away with a few nuggets that I wouldnt necessarily have known about otherwise.  That said, I tried to add a few resources into my presentation that should be helpful when building WP7 apps.      Nuggets Seeing that the camp was focused on Azure and WP7 I decided to augment my presentation with a code sample.  The intention was to give some insight on how to approach building WP7 applications that talk to Azure.  Some colleges of mine here at Clarity have posted a sample on codeplex focused on getting up and running with WP7 and Azure..you can check it out HERE.   The project is not a hello world app, and is targeted at people who have some experience with the platform and a working knowledge of silverlight. Also, during my presentation I mentioned some limitations with the current phone sdk.  Our sample code on contains work-abounds for the following: #1 Panorama Control #2  Tilt effect #3   Animating Frame #4   Sample architecture (leveraging MVVM light)  and coding patterns.  Note: For the sample phone project we used an azure token that will expire in the next couple of months.  When that happensin the downloads section of the codeplex project there a link to a local development fabric that can be used for local development Presentation Admittedly, the slide deck is pretty design heavy, and doesnt contain much text.  This was semi-intentional to encourage people to come out to the camps and hear it first hand.  There is some additional info found the notes of the PPTX.  Dont forget to check out the full presentation at the Chicago Bizspark Camp on May 21st here at the Clarity Office.  Or on June 4th in  Los Angeles. You can DOWNLOAD the Slides here:  PPTX  |  PDF or view it inline below.  View more presentations from eklimcz. Cheers! Erik Klimczak  | [email protected] | twitter.com/eklimczDid you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Understanding how OpenGL blending works

    - by yuumei
    I am attempting to understand how OpenGL (ES) blending works. I am finding it difficult to understand the documentation and how the results of glBlendFunc and glBlendEquation effect the final pixel that is written. Do the source and destination out of glBlendFunc get added together with GL_FUNC_ADD by default? This seems wrong because "basic" blending of GL_ONE, GL_ONE would output 2,2,2,2 then (Source giving 1,1,1,1 and dest giving 1,1,1,1). I have written the following pseudo-code, what have I got wrong? struct colour { float r, g, b, a; }; colour blend_factor( GLenum factor, colour source, colour destination, colour blend_colour ) { colour colour_factor; float i = min( source.a, 1 - destination.a ); // From http://www.khronos.org/opengles/sdk/docs/man/xhtml/glBlendFunc.xml switch( factor ) { case GL_ZERO: colour_factor = { 0, 0, 0, 0 }; break; case GL_ONE: colour_factor = { 1, 1, 1, 1 }; break; case GL_SRC_COLOR: colour_factor = source; break; case GL_ONE_MINUS_SRC_COLOR: colour_factor = { 1 - source.r, 1 - source.g, 1 - source.b, 1 - source.a }; break; // ... } return colour_factor; } colour blend( colour & source, colour destination, GLenum source_factor, // from glBlendFunc GLenum destination_factor, // from glBlendFunc colour blend_colour, // from glBlendColor GLenum blend_equation // from glBlendEquation ) { colour source_colour = blend_factor( source_factor, source, destination, blend_colour ); colour destination_colour = blend_factor( destination_factor, source, destination, blend_colour ); colour output; // From http://www.khronos.org/opengles/sdk/docs/man/xhtml/glBlendEquation.xml switch( blend_equation ) { case GL_FUNC_ADD: output = add( source_colour, destination_colour ); case GL_FUNC_SUBTRACT: output = sub( source_colour, destination_colour ); case GL_FUNC_REVERSE_SUBTRACT: output = sub( destination_colour, source_colour ); } return output; } void do_pixel() { colour final_colour; // Blending if( enable_blending ) { final_colour = blend( current_colour_output, framebuffer[ pixel ], ... ); } else { final_colour = current_colour_output; } } Thanks!

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  • Programming Language, Turing Completeness and Turing Machine

    - by Amumu
    A programming language is said to be Turing Completeness if it can successfully simulate a universal TM. Let's take functional programming language for example. In functional programming, function has highest priority over anything. You can pass functions around like any primitives or objects. This is called first class function. In functional programming, your function does not produce side effect i.e. output strings onto screen, change the state of variables outside of its scope. Each function has a copy of its own objects if the objects are passed from the outside, and the copied objects are returned once the function finishes its job. Each function written purely in functional style is completely independent to anything outside of it. Thus, the complexity of the overall system is reduced. This is referred as referential transparency. In functional programming, each function can have its local variables kept its values even after the function exits. This is done by the garbage collector. The value can be reused the next time the function is called again. This is called memoization. A function usually should solve only one thing. It should model only one algorithm to answer a problem. Do you think that a function in a functional language with above properties simulate a Turing Machines? Functions (= algorithms = Turing Machines) are able to be passed around as input and returned as output. TM also accepts and simulate other TMs Memoization models the set of states of a Turing Machine. The memorized variables can be used to determine states of a TM (i.e. which lines to execute, what behavior should it take in a give state ...). Also, you can use memoization to simulate your internal tape storage. In language like C/C++, when a function exits, you lose all of its internal data (unless you store it elsewhere outside of its scope). The set of symbols are the set of all strings in a programming language, which is the higher level and human-readable version of machine code (opcode) Start state is the beginning of the function. However, with memoization, start state can be determined by memoization or if you want, switch/if-else statement in imperative programming language. But then, you can't Final accepting state when the function returns a value, or rejects if an exception happens. Thus, the function (= algorithm = TM) is decidable. Otherwise, it's undecidable. I'm not sure about this. What do you think? Is my thinking true on all of this? The reason I bring function in functional programming because I think it's closer to the idea of TM. What experience with other programming languages do you have which make you feel the idea of TM and the ideas of Computer Science in general? Can you specify how you think?

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  • Minimizing Dependencies For GUIs

    - by tuba09
    I've been working on a project, and have been charged with designing the projects GUI front-end. I'm coding in Java and using the Swing toolkit. Usability-wise, the GUI front-end follows all of Nielsen's heuristics. Users can easily get to where they want to go through the click of a button / JComboBox. Essentially, in Swing terms, what happens is their actions drive the creation/deletion of custom panels. The GUI is coming along fine for the most part. However, I have to admit to being utterly dismayed at the tight web of dependencies my code is being smothered in. The main problem that I've encountered, that I haven't been able to fix as of yet, is how to keep a reference to the panels/buttons being changed. I'll give an example: Say there's a button A Say there's a panel B displaying picture C Say there's another picture D (not currently being displayed by panel B) When user clicks A, panel B should remove picture C and display picture D My question is, what's the best way of keeping track of panel B? Since I need a global point of access to panel B, my solution has so far been to just shoehorn it into a static variable, and access it through a series of static getters and setters. And this static variable is usually stored in the reference's original class. I.e. UserPanel has a static variable that stores a reference to itself. Is there an easy, tried-and-true way of dealing with these kinds of situations? Like my GUI works fine, but it is not modular and/or robust at all. To add to this, the dreaded 'cyclical dependencies' issue that's shunned by so many programmers is out here in full effect. I'm fairly new to development and just want to make sure that my code will be fairly extensible and won't cause much of a headache to the next person that decides to get a try at it. I know there's loads of books out there that probably have a nice elegant solution to this, but unfortunately I just don't have the time to leisure read right now. I need something that's quick and dirty. Thanks in advance

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  • How migrate my keyring (containing ssh passprases, nautilus remote filesystem, pgp passwords) and network manager connections?

    - by con-f-use
    I changed the disk on my laptop and installed Ubuntu on the new disk. Old disk had 12.04 upgraded to 12.10 on it. Now I want to copy my old keyring with WiFi passwords, ftp passwords for nautilus and ssh key passphrases. I have the whole data from the old disk available (is now a USB disk and I did not delete the old data yet or do anything with it - I could still put it in the laptop and boot from it like nothing happened). On the new disc that is now in my laptop, I have installed 12.10 with the same password, user-id and username as on the old disk. Then I copied a few important config files from the old disk (e.g. ~/.firefox/, ~/.mozilla, ~/.skype and so on, which all worked fine... except for the key ring: The old methods of just copying ~/.gconf/... and ~/.gnome2/keyrings won't work. Did I miss something? 1. Edit: I figure one needs to copy files not located in the users home directory as well. I copied the whole old /home/confus (which is my home directory) to the fresh install to no effect. That whole copy is now reverted to the fresh install's home directory, so my /home/confus is as it was the after fresh install. 2. Edit: The folder /etc/NetworkManager/system-connections seems to be the place for WiFi passwords. Could be that /usr/share/keyrings is important as well for ssh keys - that's the only sensible thing that a search came up with: find /usr/ -name "*keyring* 3. Edit: Still no ssh and ftp passwords from the keyring. What I did: Convert old hard drive to usb drive Put new drive in the laptop and installed fresh version of 12.10 there (same uid, username and passwort) Booted from old hdd via USB and copied its /etc/NetwrokManager/system-connections, ~/.gconf/ and ~/.gnome2/keyrings, ~/.ssh over to the new disk. Confirmed that all keys on the old install work Booted from new disk Result: No passphrase for ssh keys, no ftp passwords in keyring. At least the WiFi passwords are migrated. 4. Edit: Boutny! Ending soon... 5. Edit: Keyring's now in ./local/share/keyrings/. Also interesting .gnupg

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  • Remove Clutter from the Opera Speed Dial Page

    - by Asian Angel
    Do you want to clean up the Speed Dial page in Opera so that only the thumbnails are visible? Today we show you a couple of tweaks that will make it happen. Speed Dial Page The search bar and text at the bottom take up room and add clutter to the look and feel of Opera’s Speed Dial page. Changing the Settings Two small tweaks to the config settings will clean it all up. To get started type opera:config into the address bar and press enter. Type “speed” into the quick find bar and look for the Speed Dial State entry. Change the 1 to 2 and click save. You will see the following message concerning the changes…click OK. Next type “search” into the quick find bar and look for the Speed Dial Search Type entry. Remove all of the text in the blank and click save. Once again you will see a message about the latest change that you have made. At this point you may need to restart Opera for both changes to take full effect. There will be a noticeable difference in how the Speed Dial page looks afterwards and is much cleaner without the Search bar and text field. You will also still be able to access the right click context menu just like before. Conclusion If you have been looking to get a cleaner and less cluttered Speed Dial page in Opera, then these two little hacks will get the job done! Similar Articles Productive Geek Tips Set the Speed Dial as the Opera Startup PageReplace Google Chrome’s New Tab Page with Speed DialSpeed up Windows Vista Start Menu Search By Limiting ResultsBlank New Tab Quick-Fix for Google ChromeMonitor and Control Memory Usage in Google Chrome TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips VMware Workstation 7 Acronis Online Backup DVDFab 6 Revo Uninstaller Pro Backup Outlook 2010 Daily Motivator (Firefox) FetchMp3 Can Download Videos & Convert Them to Mp3 Use Flixtime To Create Video Slideshows Creating a Password Reset Disk in Windows Bypass Waiting Time On Customer Service Calls With Lucyphone

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  • Retail in New York - a walk down 5th Avenue

    - by sarah.taylor(at)oracle.com
    It's the week of the NRF Big Show and all eyes in the retail industry are on New York. The Big Apple is famous for Big Retail -with a proliferation of incredibly iconic stores. The environment is exciting and familiar even to people visiting this small island for the first time. Most of us have travelled down Fifth Avenue watching movies and TV even if we have never set foot on American soil. I find it one of the most exciting retail cities in the world and I am thrilled this year to be here with so many of Oracle's International retail customers who are joining us for the Retail Exchange. The Oracle program brings retailers from all over the planet together to share ideas and be inspired by New York retail and the NRF event. The show celebrates its 100th year in 2011 and New York itself has been recognized globally as the capital of innovative retail for just as long.  Fifth Avenue is where many global brands have placed their flagship stores, and businesses are in constant competition to set themselves apart from their competitors - both in the store and from the street.  These flag ship retail destinations present what today's customers are finding most exciting and delightful about retail. For the tourist market, they may only visit these stores once, but the impression that a trip to a flagship store leaves with a customer can last a lifetime.  One of the stores that is currently turning heads on Fifth Avenue is Hollister, sister brand to Abercrombie and Fitch, which has filled its shop front with a massive live video (and audio) feed of surfers on the beach in California.  To complete the effect, they also have troughs of water in front of the video screens to bring the sea to the street.  And this isn't the only kind of surfing that retailers are considering today and multi-channel retail is a hot topic that all of the retailers joining the Retail Exchange are considering.   The rest of the world looks to the brands along Fifth Avenue for inspiration - how they take advantage of new opportunities, how they set themselves apart from their competitors and how they keep their products fresh and desirable. With these inspiring pioneers in New York, it's little wonder that NRF's Big Show is so popular, and that New York is viewed as one of the retail capitals of the world. It is a pleasure to be here with so many of the world's greatest international retailers.

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  • What should filenames and URLs of images contain for SEO benefit?

    - by Baumr
    We know that good site architecture usually looks like this: example-company.com/ example-company.com/about/ example-company.com/contact/ example-company.com/products/ example-company.com/products/category/ example-company.com/products/category/productname/ Now, when it comes to Google Image search, it is clear that the img alt tag, filename/URL, and surrounding text (captions, headings, paragraphs) have an effect on ranking. I want to ask about the filename of the images that we should use (e.g. product-photo.jpg). ...but first about the URL: Often web developers stick all images in a single folder in the root: example-company.com/img/ — and I have stopped doing that. (I don't want to get into it, but basically, it seems more semantic for images which make up part of the content at each sub-directory) However, when all images appear in a folder, I feel that their filename needs to reflect what they are a bit more than usual, for example: example-company.com/img/example-company-productname-category.jpg It's a longer filename than just product.png, but as long as it's relevant, I see no problem with regards to SEO (unless you're keyword stuffing), and it could even help rank for keywords: "example company" "productname" "category" So no questions there. But what about when we have places images in the site architecture we outlined at the beginning? In other words, what if image URL paths look like this: example-company.com/products/category/productname/productname.jpg My question is, should the URL be kept short like above and only have the "productname" (and some descriptive keywords) as part of it's filename? Or, should it also include the "example-company" and "category"? Like so: example-company.com/products/category/productname/example-company-category-productname.jpg That seems much longer, and redundant when we look at the URL, but here are a few considerations. Images are often downloaded onto computers, and, to the average user, they lose their original URL and thus — it isn't clear where they came from. Also, some social networks, forums, and other platforms leave the filename intact when uploaded. (Many others rewrite it, for example, Pinterest and Facebook.) Another consideration, will this really help (even if ever so slightly) rank in Google Image Search, or at least inform Google that the product is something specific to the "example-company"? For example, what if this product can only be bought at this store and is the flagship product? In addition to an abundance of internal links to this product page, would having the "example company" name and "category" help it appear in "example company" searches? In other words, is less more?

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  • 2D water with dynamic waves

    - by user1103457
    New Super Mario Bros has really cool 2D water that I'd like to learn how to create. Here's a video showing it. When something hits the water, it creates a wave. There are also constant "background" waves. You can get a good look at the constant waves just after 00:50 when the camera isn't moving. I assume the splashes in NSMB work as in the first part of this tutorial. But in NSMB the water also has constant waves on the surface, and the splashes look very different. Another difference is that in the tutorial, if you create a splash, it first creates a deep "hole" in the water at the origin of the splash. In new super mario bros this hole is absent or much smaller. I am referring to the splashes that the player creates when jumping in and out of the water. How do they create the constant waves and the splashes? I am especially interested in the splashes, and how they work together with the constant waves. I am programming in XNA. I've tried this myself, but couldn't really get it all to work well together. Bonus questions: How do they create the light spots just under the surface of the waves and how do they texture the deeper parts of the water? This is the first time I try to create water like this. EDIT: I assume the constant waves are created using a sine function. The splashes are probably created in a way like in the tutorial. (But they are not the same, so I am still interested in how to make this kind of splashes) But I have a lot of trouble combining those things. I know I can use the sine function to set the height of a specific watercolumn but the splashes are using the speed, to determine the new height. I can't figure out how to combine those. Not that I am not asking how the developers of new super mario bros did this exactly. I am just interested in ways to recreate an effect like it. This week I have an examweek so I don't have time to work on the code. After this week I will spend a lot of time on it. But I am constantly thinking about it, so that's why I will be checking comments etc. I just won't be looking at the code since it might be too time-consuming.

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  • How to update off screen bitmap in a surfaceview thread

    - by DKDiveDude
    I have a Surfaceview thread and an off canvas texture bitmap that is being generated (changed), first row (line), every frame and then copied one position (line) down on regular surfaceview bitmap to make a scrolling effect, and I then continue to draw other things on top of that. Well that is what I really want, however I can't get it to work even though I am creating a separate canvas for off screen bitmap. It is just not scrolling at all. I other words I have a memory bitmap, same size as Surfaceview canvas, which I need to scroll (shift) down one line every frame, and then replace top line with new random texture, and then draw that on regular Surfaceview canvas. Here is what I thought would work; My surfaceChanged where I specify bitmap and canvasses and start thread: @Override public void surfaceCreated(SurfaceHolder holder) { intSurfaceWidth = mSurfaceView.getWidth(); intSurfaceHeight = mSurfaceView.getHeight(); memBitmap = Bitmap.createBitmap(intSurfaceWidth, intSurfaceHeight, Bitmap.Config.ARGB_8888); memCanvas = new Canvas(memCanvas); myThread = new MyThread(holder, this); myThread.setRunning(true); blnPause = false; myThread.start(); } My thread, only showing essential middle running part: @Override public void run() { while (running) { c = null; try { // Lock canvas for drawing c = myHolder.lockCanvas(null); synchronized (mSurfaceHolder) { // First draw off screen bitmap to off screen canvas one line down memCanvas.drawBitmap(memBitmap, 0, 1, null); // Create random one line(row) texture bitmap memTexture = Bitmap.createBitmap(imgTexture, 0, rnd.nextInt(intTextureImageHeight), intSurfaceWidth, 1); // Now add this texture bitmap to top of off screen canvas and hopefully bitmap memCanvas.drawBitmap(textureBitmap, intSurfaceWidth, 0, null); // Draw above updated off screen bitmap to regular canvas, at least I thought it would update (save changes) shifting down and add the texture line to off screen bitmap the off screen canvas was pointing to. c.drawBitmap(memBitmap, 0, 0, null); // Other drawing to canvas comes here } finally { // do this in a finally so that if an exception is thrown // during the above, we don't leave the Surface in an // inconsistent state if (c != null) { myHolder.unlockCanvasAndPost(c); } } } } For my game Tunnel Run. Right now I have a working solution where I instead have an array of bitmaps, size of surface height, that I populate with my random texture and then shift down in a loop for each frame. I get 50 frames per second, but I think I can do better by instead scrolling bitmap.

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  • need advice for small css issue [migrated]

    - by JaPerk14
    I have a small design problem in my css, and I'd like to know if someone could check it out for me. The design problem is in the rollover effect of my horizontal navigation. There seems to be some sort of added margin or padding, but I'm having trouble finding the problem in the css. I will paste the code I'm using below, so you can see for yourself. You won't be able to see the problem until you rollover the navigation list items. HTML: <div class="Horiznav"> <ul> <li id="active"><a href="#">Link #1</a></li> <li><a href="#">Link #2</a></li> <li><a href="#">Link #3</a></li> <li><a href="#">Link #4</a></li> <li><a href="#">Link #5</a></li> </ul> </div> CSS: .Horiznav { background: #1F00CA; border-top: solid 1px #fff; border-bottom: solid 1px #fff; } .Horiznav ul { font-family: Arial, Helvetica, sans-serif; font-weight: bold; color: #fff; text-Align: center; margin: 0; padding-top: 5px; padding-bottom: 5px; } .Horiznav ul li { display: inline; } .Horiznav ul li a { padding-top: 5px; padding-bottom: 5px; color: #fff; text-decoration: none; border-right: 1px solid #fff; } .Horiznav ul li a:hover { background: #16008D; color: #fff; } #active a { border-left: 1px solid #fff; }

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  • Masking OpenGL texture by a pattern

    - by user1304844
    Tiled terrain. User wants to build a structure. He presses build and for each tile there is an "allow" or "disallow" tile sprite added to the scene. FPS drops right away, since there are 600+ tiles added to the screen. Since map equals screen, there is no scrolling. I came to an idea to make an allow grid covering the whole map and mask the disallow fields. Approach 1: Create allow and disallow grid textures. Draw a polygon on screen. Pass both textures to the fragment shader. Determine the position inside the polygon and use color from allowTexture if the fragment belongs to the allow field, disallow otherwise Problem: How do I know if I'm on the field that isn't allowed if I cannot pass the matrix representing the map (enum FieldStatus[][] (Allow / Disallow)) to the shader? Therefore, inside the shader I don't know which fragments should be masked. Approach 2: Create allow texture. Create an empty texture buffer same size as the allow texture Memset the pixels of the empty texture to desired color for each pixel that doesn't allow building. Draw a polygon on screen. Pass both textures to the fragment shader. Use texture2 color if alpha 0, texture1 color otherwise. Problem: I'm not sure what is the right way to manipulate pixels on a texture. Do I just make a buffer with width*height*4 size and memcpy the color[] to desired coordinates or is there anything else to it? Would I have to call glTexImage2D after every change to the texture? Another problem with this approach is that it takes a lot more work to get a prettier effect since I'm manipulating the color pixels instead of just masking two textures. varying vec2 TexCoordOut; uniform sampler2D Texture1; uniform sampler2D Texture2; void main(void){ vec4 allowColor = texture2D(Texture1, TexCoordOut); vec4 disallowColor = texture2D(Texture2, TexCoordOut); if(disallowColor.a > 0){ gl_FragColor= disallowColor; }else{ gl_FragColor= allowColor; }} I'm working with OpenGL on Windows. Any other suggestion is welcome.

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  • Visual studio Real Dark mode (2010,2012,2013)

    - by Anirudha
    Originally posted on: http://geekswithblogs.net/anirugu/archive/2013/11/02/visual-studio-real-dark-mode-201020122013.aspxWhen Visual studio 2010 released back in 3 year ago I soon show a demo to some people that how Dark mode of Visual studio will be great idea. Soon we got some theme plugin  which make us able to modify the look of visual studio.   http://studiostyl.es/ already provide lots of wonderful color scheme that make you able to modify the theme. These themes are also work in webmatrix 2.  Webmatrix 2 have a plugin for themes that is made by Yishai Galatzer that is awesome for webmatrix 2.   In Visual studio 2012 we got a native dark mode. This means we can configure it without any plugin or requirement of anything. In this post I have a demo to show you how to use Dark mode that is part of Windows 7 (and windows 8 too).   Few months ago I show a problem that webmatrix 2 run slow. it’s run better in windows 7 dark mode. Windows 7 dark mode simply refer to right click > personalize > High contrast theme in bottom of windows. This setting make thing a little bit faster.   When you have set this you have seen that Visual studio doesn’t react good anymore because it’s color scheme is broken now. What you need now is import any theme from http://studiostyl.es/ When you import this this will look good as this.   This is the demo look of Windows 7 phone Express 2010. It will react same for future version as 2012, 2013. Now see your VS react look dark. Everything is dark now. Your Firefox and IE will not run totally in blackish mode but you can use chrome. Chrome have less effect of dark. Now if you benchmark it then you will feel that everything that take a long time in loading now run fast.   Note :- This is experiments. Remember to have settings backup before apply new theme. All thing I do is make my VS run faster. If you have any trouble or idea please comment it.   Thanks for read my post

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  • C-states and P-states : confounding factors for benchmarking

    - by Dave
    I was recently looking into a performance issue in the java.util.concurrent (JUC) fork-join pool framework related to particularly long latencies when trying to wake (unpark) threads in the pool. Eventually I tracked the issue down to the power & scaling governor and idle-state policies on x86. Briefly, P-states refer to the set of clock rates (speeds) at which a processor can run. C-states reflect the possible idle states. The deeper the C-state (higher numerical values) the less power the processor will draw, but the longer it takes the processor to respond and exit that sleep state on the next idle to non-idle transition. In some cases the latency can be worse than 100 microseconds. C0 is normal execution state, and P0 is "full speed" with higher Pn values reflecting reduced clock rates. C-states are P-states are orthogonal, although P-states only have meaning at C0. You could also think of the states as occupying a spectrum as follows : P0, P1, P2, Pn, C1, C2, ... Cn, where all the P-states are at C0. Our fork-join framework was calling unpark() to wake a thread from the pool, and that thread was being dispatched onto a processor at deep C-state, so we were observing rather impressive latencies between the time of the unpark and the time the thread actually resumed and was able to accept work. (I originally thought we were seeing situations where the wakee was preempting the waker, but that wasn't the case. I'll save that topic for a future blog entry). It's also worth pointing out that higher P-state values draw less power and there's usually some latency in ramping up the clock (P-states) in response to offered load. The issue of C-states and P-states isn't new and has been described at length elsewhere, but it may be new to Java programmers, adding a new confounding factor to benchmarking methodologies and procedures. To get stable results I'd recommend running at C0 and P0, particularly for server-side applications. As appropriate, disabling "turbo" mode may also be prudent. But it also makes sense to run with the system defaults to understand if your application exhibits any performance sensitivity to power management policies. The operating system power management sub-system typically control the P-state and C-states based on current and recent load. The scaling governor manages P-states. Operating systems often use adaptive policies that try to avoid deep C-states for some period if recent deep idle episodes proved to be very short and futile. This helps make the system more responsive under bursty or otherwise irregular load. But it also means the system is stateful and exhibits a memory effect, which can further complicate benchmarking. Forcing C0 + P0 should avoid this issue.

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  • USB Drive Warm Boot Issue. Cold boot = Perfect. Warm boot = "No boot sector found on USB device"

    - by Dan
    I'm experiencing a boot/reboot quirk similar to, yet somewhat different from others posted here. I have two Western Digital "Passport" external USB2 drives (160GB and 320GB) with Ubuntu 11.10 installed. The BIOS on my laptop is set to boot USB drives before the internal drive, and it works well. Either drive will cold-boot Ubuntu 11.10 perfectly. However, at times the computer must be restarted (warm boot) to have software updates or other changes take effect. When I warm-boot the computer, the computer goes through its normal shutdown/restart, then the usual BIOS tests, at which time the USB drive is selected momentarily (as normal), and that's when the trouble starts. I get a "No boot sector found on USB device", and the computer proceeds to boot Windows from the internal drive. If I press F12 early during the restart sequence (allows manual selection of the boot sequence), USB is still shown before the internal drive on the sequence list (as it should be). If I highlight "USB" and press ENTER, I still get a "No boot sector..." error message, but the external USB drive then proceeds to boot Ubuntu normally. I have a third external USB drive (Western Digital 160 GB Media Center) that cold-boots and warm-boots perfectly, so I know everything in the computer is set up properly. It also tells me Ubuntu is set up correctly on the drives, as all three drives were done identically, and at the same time. I've tried formatting the Passport drives NTFS and FAT32, but it didn't change anything. If I power-down the computer, then start it up again, it will boot Ubuntu from either of the Passport drives perfectly - every time. It's as if during a warm boot the Passport drives are somehow looking for the boot loader in the wrong location on the drive - yet either drives works when booting from a cold start. Not a show-stopper .. but frustrating. Computer is a Dell XPS M1530, A12 BIOS (latest), but I don't think the computer plays into the issue because one of the three drives works at all times. It's only the two WD Passport models at issue here. Thanks!

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  • How can I convince IE to honor my explicit instructions to make a table column X pixels wide? [migrated]

    - by AnthonyWJones
    Please consider this small but complete chunk of HTML: <!DOCTYPE html > <html> <head> <title>Test</title> <style type="text/css"> span {overflow:hidden; white-space:nowrap; } td {overflow:hidden; text-overflow:ellipsis} </style> </head> <body> <table cellspacing="0" > <tbody> <tr> <td nowrap="nowrap" style="max-width:30px; width:30px; white-space:nowrap; "><span>column 1</span></td> <td nowrap="nowrap" style="max-width:30px; width:30px; white-space:nowrap; "><span>column 2</span></td> <td nowrap="nowrap" style="max-width:30px; width:30px; white-space:nowrap; "><span>column 3</span></td> </tr> </tbody> </table> </body> </html> If you render the above in Chrome you'll see the effect I'm looking for. However render it in IE8 or 9 the width and/or max-width is ignored. So my question is how do get IE to simply let me specify the width of a cell explicitly? BTW, I've tried various combinations of table-layout:fixed and using colgroup with cols and all sorts, nothing I've tried convinces IE to what I'm clearly asking it to explicitly do? If I had any hair before starting this I wouldn't have any left by now.

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  • Creating smooth lighting transitions using tiles in HTML5/JavaScript game

    - by user12098
    I am trying to implement a lighting effect in an HTML5/JavaScript game using tile replacement. What I have now is kind of working, but the transitions do not look smooth/natural enough as the light source moves around. Here's where I am now: Right now I have a background map that has a light/shadow spectrum PNG tilesheet applied to it - going from darkest tile to completely transparent. By default the darkest tile is drawn across the entire level on launch, covering all other layers etc. I am using my predetermined tile sizes (40 x 40px) to calculate the position of each tile and store its x and y coordinates in an array. I am then spawning a transparent 40 x 40px "grid block" entity at each position in the array The engine I'm using (ImpactJS) then allows me to calculate the distance from my light source entity to every instance of this grid block entity. I can then replace the tile underneath each of those grid block tiles with a tile of the appropriate transparency. Currently I'm doing the calculation like this in each instance of the grid block entity that is spawned on the map: var dist = this.distanceTo( ig.game.player ); var percentage = 100 * dist / 960; if (percentage < 2) { // Spawns tile 64 of the shadow spectrum tilesheet at the specified position ig.game.backgroundMaps[2].setTile( this.pos.x, this.pos.y, 64 ); } else if (percentage < 4) { ig.game.backgroundMaps[2].setTile( this.pos.x, this.pos.y, 63 ); } else if (percentage < 6) { ig.game.backgroundMaps[2].setTile( this.pos.x, this.pos.y, 62 ); } // etc... (sorry about the weird spacing, I still haven't gotten the hang of pasting code in here properly) The problem is that like I said, this type of calculation does not make the light source look very natural. Tile switching looks too sharp whereas ideally they would fade in and out smoothly using the spectrum tilesheet (I copied the tilesheet from another game that manages to do this, so I know it's not a problem with the tile shades. I'm just not sure how the other game is doing it). I'm thinking that perhaps my method of using percentages to switch out tiles could be replaced with a better/more dynamic proximity forumla of some sort that would allow for smoother transitions? Might anyone have any ideas for what I can do to improve the visuals here, or a better way of calculating proximity with the information I'm collecting about each tile? (PS: I'm reposting this from Stack Overflow at someone's suggestion, sorry about the duplicate!)

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  • SQL Saturday 43 (Redmond, WA) Review

    - by BuckWoody
    Last Saturday (June 12th) we held a “SQL Saturday” (more about those here) event in Redmond, Washington. The event was held at the Microsoft campus, at the Mixer in our new location called the “Commons”. This is a mall-like area that we have on campus, and the Mixer is a large building with lots of meeting rooms, so it made a perfect location for the event. There was a sign to find the parking, and once there they had a sign to show how to get to the building. Since it’s a secure facility, Greg Larsen and crew had a person manning the door so that even late arrivals could get in. We had about 400 sign up for the event, and a little over 300 attend (official numbers later). I think we would have had a lot more, but the sun was out – and you just can’t underestimate the effect of that here in the Pacific Northwest. We joke a lot about not seeing the sun much, but when a day like what we had on Saturday comes around, and on a weekend at that, you’d cancel your wedding to go outside to play in the sun. And your spouse would agree with you for doing it. We had some top-notch speakers, including Clifford Dibble and Kalen Delany. The food was great, we had multiple sponsors (including Confio who seems to be at all of these) and the attendees were from all over the professional spectrum, from developers to BI to DBA’s. Everyone I saw was very engaged, and when I visited room-to-room I saw almost no one in the halls – everyone was in the sessions. I also saw a much larger Microsoft presence this year, especially from Dan Jones’ team. I had a great turnout at my session, and yes, I was wearing an Oracle staff shirt. I did that because I wanted to show that the session I gave on “SQL Server for the Oracle DBA” was non-marketing – I couldn’t exactly bash Oracle wearing their colors! These events are amazing. I can’t emphasize enough how much I appreciate the volunteers and how much work they put into these events, and to you for coming. If you’re reading this and you haven’t attended one yet, definitely find out if there is one in your area – and if not, start one. It’s a lot of work, but it’s totally worth it.       Share this post: email it! | bookmark it! | digg it! | reddit! | kick it! | live it!

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  • cocos2d-x simple shader usage [on hold]

    - by Narek
    I want to obtain color ramp effect from this tutorial: http://www.raywenderlich.com/10862/how-to-create-cool-effects-with-custom-shaders-in-opengl-es-2-0-and-cocos2d-2-x Here is my code in cocos2d-x 3: bool HelloWorld::init() { ////////////////////////////// // 1. super init first if ( !Layer::init() ) { return false; } Vec2 origin = Director::getInstance()->getVisibleOrigin(); sprite = Sprite::create("HelloWorld.png"); sprite->setAnchorPoint(Vec2(0, 0)); sprite->setRotation(3); sprite->setPosition(origin); addChild(sprite); std::string str = FileUtils::getInstance()->getStringFromFile("CSEColorRamp.fsh"); const GLchar * fragmentSource = str.c_str(); GLProgram* p = GLProgram::createWithByteArrays(ccPositionTextureA8Color_vert, fragmentSource); p->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_POSITION, GLProgram::VERTEX_ATTRIB_POSITION); p->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_TEX_COORD, GLProgram::VERTEX_ATTRIB_TEX_COORD); p->link(); p->updateUniforms(); sprite->setGLProgram(p); // 3 colorRampUniformLocation = glGetUniformLocation(sprite->getGLProgram()->getProgram(), "u_colorRampTexture"); glUniform1i(colorRampUniformLocation, 1); // 4 colorRampTexture = Director::getInstance()->getTextureCache()->addImage("colorRamp.png"); colorRampTexture->setAliasTexParameters(); // 5 sprite->getGLProgram()->use(); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, colorRampTexture->getName()); glActiveTexture(GL_TEXTURE0); return true; } And here is the fragment shader as it is in the tutorial: #ifdef GL_ES precision mediump float; #endif // 1 varying vec2 v_texCoord; uniform sampler2D u_texture; uniform sampler2D u_colorRampTexture; void main() { // 2 vec3 normalColor = texture2D(u_texture, v_texCoord).rgb; // 3 float rampedR = texture2D(u_colorRampTexture, vec2(normalColor.r, 0)).r; float rampedG = texture2D(u_colorRampTexture, vec2(normalColor.g, 0)).g; float rampedB = texture2D(u_colorRampTexture, vec2(normalColor.b, 0)).b; // 4 gl_FragColor = vec4(rampedR, rampedG, rampedB, 1); } As a result I get a black screen with 2 draw calls. What is wrong? Do I miss something?

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