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  • point to rectangle distance

    - by john smith
    I have a 2D rectangle with x, y position and it's height and width and a randomly positioned point nearby it. Is there a way to check if this point might collide with the rectangle if closer than a certain distance? like imagine an invisible radius outside of that point colliding with said rectangle. I have problems with this simply because it is not a square, it would be so much easier this way! Any help? Thanks in advance.

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  • Web Design History

    In web design, the use of style sheet languages such as CSS (Cascading Style Sheets) and XSL (Extensible Stylesheet Language) are very important to properly and efficiently control the many elements ... [Author: Margarette Mcbride - Web Design and Development - June 08, 2010]

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  • Why is the Right Keyword So Important?

    If you are in the Internet Marketing business, you have probably asked yourself hundred of times, how much money you can make if you are in first position in Google rankings? Well, you can make thousands, but also you can make nothing. This is because money that you can make depends completely on the keyword that your web site is ranked for.

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  • Is DreamWeaver a good tool to write PHP code? [closed]

    - by Akito
    I have started learning PHP. I have Windows XP installed. I use DreamWeaver to write PHP code and XAMP to run it. I love using DreamWeaver as I can handle, HTML, CSS, PHP, JavaScript using DreamWeaver. While learning online, I have seen many other configurations like using Eclipse and other tools. I wanted to ask if using Dreamweaver to write PHP code a good practice or it can be made better using any other code writing tool?

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  • What training book should I choose after Microsoft's Application Development Foundation (70-536)?

    - by codys-hole
    I've just finished 70-536 ("Microsoft .NET Framework - Application Development Foundation") Microsoft training book from Microsoft Press. I found it quite good. I have also done the 70-528 ("Microsoft .NET Framework 2.0 - Web-based Client Development") book. What book should I be reading next? I am job hunting, so I want to be marketable for a position as a software developer. What will make me stand out from the crowd and get the job?

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  • GLSL per pixel lighting with custom light type

    - by Justin
    Ok, I am having a big problem here. I just got into GLSL yesterday, so the code will be terrible, I'm sure. Basically, I am attempting to make a light that can be passed into the fragment shader (for learning purposes). I have four input values: one for the position of the light, one for the color, one for the distance it can travel, and one for the intensity. I want to find the distance between the light and the fragment, then calculate the color from there. The code I have gives me a simply gorgeous ring of light that get's twisted and widened as the matrix is modified. I love the results, but it is not even close to what I am after. I want the light to be moved with all of the vertices, so it is always in the same place in relation to the objects. I can easily take it from there, but getting that to work seems to be impossible with my current structure. Can somebody give me a few pointers (pun not intended)? Vertex shader: attribute vec4 position; attribute vec4 color; attribute vec2 textureCoordinates; varying vec4 colorVarying; varying vec2 texturePosition; varying vec4 fposition; varying vec4 lightPosition; varying float lightDistance; varying float lightIntensity; varying vec4 lightColor; void main() { vec4 ECposition = gl_ModelViewMatrix * gl_Vertex; vec3 tnorm = normalize(vec3 (gl_NormalMatrix * gl_Normal)); fposition = ftransform(); gl_Position = fposition; gl_TexCoord[0] = gl_MultiTexCoord0; fposition = ECposition; lightPosition = vec4(0.0, 0.0, 5.0, 0.0) * gl_ModelViewMatrix * gl_Vertex; lightDistance = 5.0; lightIntensity = 1.0; lightColor = vec4(0.2, 0.2, 0.2, 1.0); } Fragment shader: varying vec4 colorVarying; varying vec2 texturePosition; varying vec4 fposition; varying vec4 lightPosition; varying float lightDistance; varying float lightIntensity; varying vec4 lightColor; uniform sampler2D texture; void main() { float l_distance = sqrt((gl_FragCoord.x * lightPosition.x) + (gl_FragCoord.y * lightPosition.y) + (gl_FragCoord.z * lightPosition.z)); float l_value = lightIntensity / (l_distance / lightDistance); vec4 l_color = vec4(l_value * lightColor.r, l_value * lightColor.g, l_value * lightColor.b, l_value * lightColor.a); vec4 color; color = texture2D(texture, gl_TexCoord[0].st); gl_FragColor = l_color * color; //gl_FragColor = fposition; }

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  • Top Search Engine Optimization Strategies to Get High Rankings in Google For Your Business Websites

    The search Engine optimization strategies are mainly used to take your website rank to top 10 position. Having a higher rank in a search engine means that your business website will receive more traffic from Google and other search engines. This will eventually also mean that you will be able to have more customers and make more money off of your business, all at no additional cost to you!

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  • Accounting for waves when doing planar reflections

    - by CloseReflector
    I've been studying Nvidia's examples from the SDK, in particular the Island11 project and I've found something curious about a piece of HLSL code which corrects the reflections up and down depending on the state of the wave's height. Naturally, after examining the brief paragraph of code: // calculating correction that shifts reflection up/down according to water wave Y position float4 projected_waveheight = mul(float4(input.positionWS.x,input.positionWS.y,input.positionWS.z,1),g_ModelViewProjectionMatrix); float waveheight_correction=-0.5*projected_waveheight.y/projected_waveheight.w; projected_waveheight = mul(float4(input.positionWS.x,-0.8,input.positionWS.z,1),g_ModelViewProjectionMatrix); waveheight_correction+=0.5*projected_waveheight.y/projected_waveheight.w; reflection_disturbance.y=max(-0.15,waveheight_correction+reflection_disturbance.y); My first guess was that it compensates for the planar reflection when it is subjected to vertical perturbation (the waves), shifting the reflected geometry to a point where is nothing and the water is just rendered as if there is nothing there or just the sky: Now, that's the sky reflecting where we should see the terrain's green/grey/yellowish reflection lerped with the water's baseline. My problem is now that I cannot really pinpoint what is the logic behind it. Projecting the actual world space position of a point of the wave/water geometry and then multiplying by -.5f, only to take another projection of the same point, this time with its y coordinate changed to -0.8 (why -0.8?). Clues in the code seem to indicate it was derived with trial and error because there is redundancy. For example, the author takes the negative half of the projected y coordinate (after the w divide): float waveheight_correction=-0.5*projected_waveheight.y/projected_waveheight.w; And then does the same for the second point (only positive, to get a difference of some sort, I presume) and combines them: waveheight_correction+=0.5*projected_waveheight.y/projected_waveheight.w; By removing the divide by 2, I see no difference in quality improvement (if someone cares to correct me, please do). The crux of it seems to be the difference in the projected y, why is that? This redundancy and the seemingly arbitrary selection of -.8f and -0.15f lead me to conclude that this might be a combination of heuristics/guess work. Is there a logical underpinning to this or is it just a desperate hack? Here is an exaggeration of the initial problem which the code fragment fixes, observe on the lowest tessellation level. Hopefully, it might spark an idea I'm missing. The -.8f might be a reference height from which to deduce how much to disturb the texture coordinate sampling the planarly reflected geometry render and -.15f might be the lower bound, a security measure.

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  • New: ZFS Storage Appliance Videos

    - by Roxana Babiciu
    Check out part one of a new video series for ZFS Storage Appliance. In video #1, you’ll learn about the advantages built into Oracle’s ZS3 Storage Appliance that come from the unique position that Oracle holds in the market. In video #2, you’ll learn how best to monitor large ZS3 installations as well as the use of Enterprise Manager as a complement to dtrace analytics at the ZFS Storage Appliance device level.

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  • Simple SEO Techniques to Use on Your Site

    If you are looking for some very straightforward ways to improve your websites visibility then some of the simple SEO techniques to use on your site can be found below. Are you targeting the right keywords? Its amazing how many times we hear people mention that they are ranking in position 1 or on the first page of Google only to find that they have had very little traffic or sales.

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  • Ubuntu Touch se lance à la conquête de l'écosystème mobile, l'OS de Canonical pourra-t-il s'imposer face à la concurrence ?

    Ubuntu Touch se lance à la conquête de l'écosystème mobile l'OS de Canonical pourra-t-il s'imposer face à la concurrence ? Le marché des smartphones a le vent en poupe. Les ventes de tablettes sont sur le point de surpasser celles des PC. L'univers du mobile devient donc un secteur incontournable de l'IT.Actuellement, Google domine largement le monde du mobile avec Android. iOS figure en en bonne position et Windows Phone innove pour se faire une place au soleil. L'écosystème système mobile est...

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  • 3D collision physics. Response when hitting wall, floor or roof

    - by GlamCasvaluir
    I am having problem with the most basic physic response when the player collide with static wall, floor or roof. I have a simple 3D maze, true means solid while false means air: bool bMap[100][100][100]; The player is a sphere. I have keys for moving x++, x--, y++, y-- and diagonal at speed 0.1f (0.1 * ftime). The player can also jump. And there is gravity pulling the player down. Relative movement is saved in: relx, rely and relz. One solid cube on the map is exactly 1.0f width, height and depth. The problem I have is to adjust the player position when colliding with solids, I don't want it to bounce or anything like that, just stop. But if moving diagonal left/up and hitting solid up, the player should continue moving left, sliding along the wall. Before moving the player I save the old player position: oxpos = xpos; oypos = ypos; ozpos = zpos; vec3 direction; direction = vec3(relx, rely, relz); xpos += direction.x*ftime; ypos += direction.y*ftime; zpos += direction.z*ftime; gx = floor(xpos+0.25); gy = floor(ypos+0.25); gz = floor(zpos+0.25); if (bMap[gx][gy][gz] == true) { vec3 normal = vec3(0.0, 0.0, 1.0); // <- Problem. vec3 invNormal = vec3(-normal.x, -normal.y, -normal.z) * length(direction * normal); vec3 wallDir = direction - invNormal; xpos = oxpos + wallDir.x; ypos = oypos + wallDir.y; zpos = ozpos + wallDir.z; } The problem with my version is that I do not know how to chose the correct normal for the cube side. I only have the bool array to look at, nothing else. One theory I have is to use old values of gx, gy and gz, but I do not know have to use them to calculate the correct cube side normal.

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  • Hospital fined $1m for Patient Data Breach

    - by martin.abrahams
    As an illustration of the potential cost of accidental breaches, the US Dept of Health and Human Services recently fined a hospital $1m for losing documents relating to some of its patients. Allegedly, the documents were left on the subway by a hospital employee. For incidents in the UK, several local government bodies have been fined between £60k and £100k. Evidently, the watchdogs are taking an increasingly firm position.

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  • How do you demonstrate performance in paired-programming environments?

    - by NT3RP
    Performance reviews have come up recently at my work, and I was put in an interesting position. Our team does a lot of pair programming, which has a tendency of averaging out the skill differences between team members (especially considering we rotate pairs). Generally, when doing performance reviews, you look back at the work you've done, and demonstrate what you've accomplished, and how you've exceeded expectations to try to negotiate a raise or other benefits. How do you demonstrate (or even measure) individual performance in an environment like this?

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  • b2Body moves without stopping

    - by SentineL
    I got a quite strange bug. It is difficult to explain it in two words, but i'll try to do this in short. My b2Body has restitution, friction, density, mass and collision group. I controlling my b2Body via setting linear velocity to it (called on every iteration): (void)moveToDirection:(CGPoint)direction onlyHorizontal:(BOOL)horizontal { b2Vec2 velocity = [controlledObject getBody]-GetLinearVelocity(); double horizontalSpeed = velocity.x + controlledObject.acceleration * direction.x; velocity.x = (float32) (abs((int) horizontalSpeed) < controlledObject.runSpeed ? horizontalSpeed : controlledObject.maxSpeed * direction.x); if (!horizontal) { velocity.y = velocity.y + controlledObject.runSpeed * direction.y; } [controlledObject getBody]->SetLinearVelocity(velocity); } My floor is static b2Body, it has as restitution, friction, density, mass and same collision group in some reason, I'm setting b2Body's friction of my Hero to zero when it is moving, and returning it to 1 when he stops. When I'm pushing run button, hero runs. when i'm releasing it, he stops. All of this works perfect. On jumping, I'm setting linear velocity to my Hero: (void)jump { b2Vec2 velocity = [controlledObject getBody]->GetLinearVelocity(); velocity.y = velocity.y + [[AppDel cfg] getHeroJumpVlelocity]; [controlledObject getBody]->SetLinearVelocity(velocity); } If I'll run, jump, and release run button, while he is in air, all will work fine. And here is my problem: If I'll run, jump, and continue running on landing (or when he goes from one static body to another: there is small fall, probably), Hero will start move, like he has no friction, but he has! I checked this via beakpoints: he has friction, but I can move left of right, and he will never stop, until i'll jump (or go from one static body to another), with unpressed running button. I allready tried: Set friction to body on every iteration double-check am I setting friction to right fixture. set Linear Damping to Hero: his move slows down on gugged moveing. A little more code: I have a sensor and body fixtures in my hero: (void) addBodyFixture { b2CircleShape dynamicBox; dynamicBox.m_radius = [[AppDel cfg] getHeroRadius]; b2FixtureDef bodyFixtureDef; bodyFixtureDef.shape = &dynamicBox; bodyFixtureDef.density = 1.0f; bodyFixtureDef.friction = [[AppDel cfg] getHeroFriction]; bodyFixtureDef.restitution = [[AppDel cfg] getHeroRestitution]; bodyFixtureDef.filter.categoryBits = 0x0001; bodyFixtureDef.filter.maskBits = 0x0001; bodyFixtureDef.filter.groupIndex = 0; bodyFixtureDef.userData = [NSNumber numberWithInt:FIXTURE_BODY]; [physicalBody addFixture:bodyFixtureDef]; } (void) addSensorFixture { b2CircleShape sensorBox; sensorBox.m_radius = [[AppDel cfg] getHeroRadius] * 0.95; sensorBox.m_p.Set(0, -[[AppDel cfg] getHeroRadius] / 10); b2FixtureDef sensor; sensor.shape = &sensorBox; sensor.filter.categoryBits = 0x0001; sensor.filter.maskBits = 0x0001; sensor.filter.groupIndex = 0; sensor.isSensor = YES; sensor.userData = [NSNumber numberWithInt:FIXTURE_SENSOR]; [physicalBody addFixture:sensor]; } Here I'm tracking is hero in air: void FixtureContactListener::BeginContact(b2Contact* contact) { // We need to copy out the data because the b2Contact passed in // is reused. Squirrel *squirrel = (Squirrel *)contact->GetFixtureB()->GetBody()->GetUserData(); if (squirrel) { [squirrel addContact]; } } void FixtureContactListener::EndContact(b2Contact* contact) { Squirrel *squirrel = (Squirrel *)contact->GetFixtureB()->GetBody()->GetUserData(); if (squirrel) { [squirrel removeContact]; } } here is Hero's logic on contacts: - (void) addContact { if (contactCount == 0) [self landing]; contactCount++; } - (void) removeContact { contactCount--; if (contactCount == 0) [self flying]; if (contactCount <0) contactCount = 0; } - (void)landing { inAir = NO; acceleration = [[AppDel cfg] getHeroRunAcceleration]; [sprite stopAllActions]; (running ? [sprite runAction:[self runAction]] : [sprite runAction:[self standAction]]); } - (void)flying { inAir = YES; acceleration = [[AppDel cfg] getHeroAirAcceleration]; [sprite stopAllActions]; [self flyAction]; } here is Hero's moving logic: - (void)stop { running = NO; if (!inAir) { [sprite stopAllActions]; [sprite runAction:[self standAction]]; } } - (void)left { [physicalBody setFriction:0]; if (!running && !inAir) { [sprite stopAllActions]; [sprite runAction:[self runAction]]; } running = YES; moveingDirection = NO; [bodyControls moveToDirection:CGPointMake(-1, 0) onlyHorizontal:YES]; } - (void)right { [physicalBody setFriction:0]; if (!running && !inAir) { [sprite stopAllActions]; [sprite runAction:[self runAction]]; } running = YES; moveingDirection = YES; [bodyControls moveToDirection:CGPointMake(1, 0) onlyHorizontal:YES]; } - (void)jump { if (!inAir) { [bodyControls jump]; } } and here is my update method (called on every iteration): - (void)update:(NSMutableDictionary *)buttons { if (!isDead) { [self updateWithButtonName:BUTTON_LEFT inButtons:buttons whenPressed:@selector(left) whenUnpressed:@selector(stop)]; [self updateWithButtonName:BUTTON_RIGHT inButtons:buttons whenPressed:@selector(right) whenUnpressed:@selector(stop)]; [self updateWithButtonName:BUTTON_UP inButtons:buttons whenPressed:@selector(jump) whenUnpressed:@selector(nothing)]; [self updateWithButtonName:BUTTON_DOWN inButtons:buttons whenPressed:@selector(nothing) whenUnpressed:@selector(nothing)]; [sprite setFlipX:(moveingDirection)]; } [self checkPosition]; if (!running) [physicalBody setFriction:[[AppDel cfg] getHeroFriction]]; else [physicalBody setFriction:0]; } - (void)updateWithButtonName:(NSString *)buttonName inButtons:(NSDictionary *)buttons whenPressed:(SEL)pressedSelector whenUnpressed:(SEL)unpressedSelector { NSNumber *buttonNumber = [buttons objectForKey:buttonName]; if (buttonNumber == nil) return; if ([buttonNumber boolValue]) [self performSelector:pressedSelector]; else [self performSelector:unpressedSelector]; } - (void)checkPosition { b2Body *body = [self getBody]; b2Vec2 position = body->GetPosition(); CGPoint inWorldPosition = [[AppDel cfg] worldMeterPointFromScreenPixel:CGPointMake(position.x * PTM_RATIO, position.y * PTM_RATIO)]; if (inWorldPosition.x < 0 || inWorldPosition.x > WORLD_WIDGH / PTM_RATIO || inWorldPosition.y <= 0) { [self kill]; } }

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  • MMO Web game mouse vs wasd

    - by LazyProgrammer
    If considering to develop a web browser based game with multiple people and it's an RPG, click to move would probably be the only choice in movement right? Because if you were to use WASD and then ajax to the server every second that a player held on to the WASD key, that'd be pretty resource intensive if the server had to calculate the position and return the map image, assuming the next few screens are already buffered right? or is there a way to implement a WASD style and still have server side do all the calculations. (server side calculations to avoid cheating)

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  • Linking competitor with the same keyword i am targeting : Good or Bad for Seo?

    - by Badal Surana
    i am linking one of my competitors from my site for the same keyword which is i am targeting for my site.(My competitor is paying me for that) For Example: Me and my competitor both are targeting on keyword "foo" and my competitor paying me for linking his site from my site with keyword "foo" What i want to know is if i do that will my site's position go down in Google search results? or it will make no difference??

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  • What do you do when working with multiple languages with different capitalization schemes?

    - by dvcolgan
    I'm making a webapp using Django. The Python convention for naming variables is lowercase_with_underscores, but the Javascript convention is camelCase. In addition, I've seen many people use lowercase-with-hyphens for CSS identifiers. Would you suggest using all three naming conventions where appropriate, or picking one and using it, even if the other two recommend something else? Switching back and forth isn't a huge problem, but it can still be mental overhead.

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  • The SEO Basics

    Search Engine Optimization or SEO is indeed an essential part of web marketing as it can help you promote your site by optimizing web pages or your entire website so that it will be able to get a higher position in search results. Although this can help you a lot in promoting your website, it cannot be a guarantee that your website will be able to get high ranking in search results especially if you are ignoring the basic rules.

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  • Book Review: Optimizing Windows 7 Pocket Consultant

    It is essential to optimize Windows 7 in order to make use of the features to its full potential. However, it is difficult to find and locate the various elements which require optimization. In this review, Anand examines the contents of Optimizing Windows 7 Pocket Consultant book authored by William Stanek. After reading the review, you will be in a position to judge whether the book will be suitable for you or not.

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  • Calculating a circle or sphere along a vector

    - by Sparky
    Updated this post and the one at Math SE (http://math.stackexchange.com/questions/127866/calculating-a-circle-or-sphere-along-a-vector), hope this makes more sense. I previously posted a question (about half an hour ago) involving computations along line segments, but the question and discussion were really off track and not what I was trying to get at. I am trying to work with an FPS engine I am attempting to build in Java. The problem I am encountering is with hitboxing. I am trying to calculate whether or not a "shot" is valid. I am working with several approaches and any insight would be helpful. I am not a native speaker of English nor skilled in Math so please bear with me. Player position is at P0 = (x0,y0,z0), Enemy is at P1 = (x1,y1,z1). I can of course compute the distance between them easily. The target needs a "hitbox" object, which is basically a square/rectangle/mesh either in front of, in, or behind them. Here are the solutions I am considering: I have ruled this out...doesn't seem practical. [Place a "hitbox" a small distance in front of the target. Then I would be able to find the distance between the player and the hitbox, and the hitbox and the target. It is my understanding that you can compute a circle with this information, and I could simply consider any shot within that circle a "hit". However this seems not to be an optimal solution, because it requires you to perform a lot of calculations and is not fully accurate.] Input, please! Place the hitbox "in" the player. This seems like the better solution. In this case what I need is a way to calculate a circle along the vector, at whatever position I wish (in this case, the distance between the two objects). Then I can pick some radius that encompasses the whole player, and count anything within this area a "hit". I am open to your suggestions. I'm trying to do this on paper and have no familiarity with game engines. If any software folk out there think I'm doing this the hard way, I'm open to help! Also - Anyone with JOGL/LWJGL experience, please chime in. Is this making sense?

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  • APress Deal of the Day 24/Oct/2013 - CSS3 Solutions

    - by TATWORTH
    Originally posted on: http://geekswithblogs.net/TATWORTH/archive/2013/10/24/apress-deal-of-the-day-24oct2013---css3-solutions.aspxToday's $10 deal of the day from APress at http://www.apress.com/9781430243359 is CSS3 Solutions "CSS3 contains a broad set of new additions and changes to the core CSS language across a range of modules, which means lots of new things to learn, and lots of new things that can go wrong. This book provides solutions to all of the most common CSS3 problems."

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  • Two bugs you should be aware of

    - by AaronBertrand
    In the past 24 hours I have come across two bugs that can be quite problematic in certain environments. LPIM issue with SetFileIoOverlappedRange Last night the CSS team posted a blog entry detailing a potential issue with Lock Pages in Memory and Windows' SetFileIoOverlappedRange API. I tweeted about it at the time, but thought it could use a little more treatment. The potential symptoms can vary, but include the following (as quoted from the blog post): Wide ranging in SQL from invalid write location,...(read more)

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