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  • Would you refactor this and if so, would you charge your client?

    - by Julius
    I am working on a freelance job at home. The client wants me to write some new functionality for his CMS, but it is taking me a lot of time to figure out what the code is doing, because it is written in a very unreadable style. Below is just an example of what I mean. The previous programmer made extensive use of anonymous functions, of eval(), he uses deeply nested ternary operators, he didn't indent code, didn't use comments, and he uses funny constructions like misusing the behaviour of logical operators || and && for creating if/else conditions (the second condition of && only gets tested if the first one is true, opening the possibility to use && as an if/else construction). All in all it's insane code and it's costing me a lot of time to find out how the current code works. return ($this->main->context != "ajax" || in_array($this->type, $this->definition->ajax)) ? eval('return method_exists($this,"Show'.ucfirst($this->type).'") ? $this->Show'.ucfirst($this->type).'('.(count($args) ? join(",",array_map(create_function('$a','return (is_numeric($a) || preg_match("/^array/",$a)) ? $a : "\"".$a."\"";'),$args)) : "").') : null;') : ''; Would you refactor this code and how would you handle this sort of thing with your client, I mean financially?

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  • Very slow disk performance on Dell PowerEdge 2950 w/ PERC 6/i running RAID 10

    - by vocoder
    I recently set up a server running Ubuntu 10.04 LTS on a Dell PowerEdge 2950 server - it has 6 500 gb 7200RPM SATA drives setup in a RAID 10 config. I am seeing extremely poor disk performance - the RAID array reports all disks are normal and using MegaCLI, it looks like the BBU is fine. hdparm -tT /dev/sda reports: Timing cached reads: 90 MB in 2.05 seconds = 43.96 MB/sec Timing buffered disk reads: 24 MB in 3.11 seconds = 7.72 MB/sec So as you can see, it takes forever to something as simple as an apt-get upgrade and even logging into the server. How do I go about troubleshooting what is causing this? I upgraded the firmware on the PERC 6i RAID controller to the latest, but didn't see any improvements.

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  • Could not log-in properly but shows no error in joomla

    - by saeha
    This is what I did, I added variables in \libraries\joomla\database\table\user.php: var $img_content= null; //contains the blob type data var $img_name = null; var $img_type = null; then I added this code in \components\com_user\controller.php: $file = JRequest::getVar( 'pic', '', 'files', 'array' ); if(isset($file['name'])) { jimport('joomla.filesystem.file'); $fileName = $file['name']; $tmpName = $file['tmp_name']; $fileSize = $file['size']; $fileType = $file['type']; $fp = fopen($tmpName, 'r'); $content = fread($fp, filesize($tmpName)); //$content = addslashes($content); fclose($fp); $user->set('img_name', $fileName); $user->set('img_type', $fileType); $user->set('img_content', $content); } that works fine, but I found this problem in logging in with the new user with an uploaded photo, other user with an empty img_content field could login properly. What happens is when I log-in using the user with uploaded photo, it's not redirecting properly it just return to log-in, but when i log-in through backend using other user which is super admin, i could see that user which appears as logged in. I started saving the images in the database because I am having problem with the directory when I have uploaded the site. I think the log-in was affected by the blob type data in the database. Could that be the problem? What could be the solution? -saeha

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  • Node.JS testing with Jasmine, databases, and pre-existing code

    - by Jim Rubenstein
    I've recently built the start of a core system which is likely going turn into a monster product. I'm building the system with node.js, and decided after I got a small base built, that It'd be a great idea to start using some sort of automated test suite to test the application. I decided to use jasmine, as it seems pretty solid and has a lot of features for stubbing spying and mocking methods and classes. The application has a lot of external data stores and api access (kestrel, mysql, mongodb, facebook, and more). My issue is, I've got a good amount of code written that I want to start testing - as it represents the underpinnings of the application. What are the best practices for testing methods/classes that access external APIs that I may or may not have control over? As an example, I have a data structure that fetches a bunch of data from a MySQL database. I want to test the method that retrieves the data; and I'm not sure how to go about it. I could test the fetch method which is supposed to return an array of objects, but to isolate the method from the database, I need to define my own fixture data. So what I end up doing is stubbing the mysql execution, and returning a static dataset. So, I end up writing a function that returns the dataset that makes my test pass. That doesn't seem to actually test the code, other than verifying a method is being called. I know this is kind of abstract and vague, it seems that the idea of testing is very much abstract though, so hopefully someone has some experience and can guide me in the right direction. Any advice, or reading I can do is more than welcomed. Thanks in advance.

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  • The Oracle OpenWorld 2012 Call for Papers Closes April 9

    - by Kerrie Foy
    It is On! Oracle OpenWorld 2012 Call for Papers is closes April 9.   This year's OpenWorld event is September 30  - October 4, Moscone Center, San Francisco. Oracle OpenWorld is among the world’s largest industry events for good reason. It offers a vast array of learning and networking opportunities in one of the planet’s great cities.  And one of the key reasons for its popularity is the prominence of presentations by customers. If you would like to deliver a presentation based on your experience, now is the time to submit your abstract for review by the selection panel. The competition is strong: roughly 18% of entries are accepted each year from more than 3,000 submissions. Review panels are made up of experts both internal and external to Oracle. Successful submissions often (but not exclusively) focus on customer successes, how-tos, or best practices. http://www.oracle.com/openworld/call-for-papers/information/index.html What is in it for you? Recognition, for one thing. Accepted sessions are publicized in the content catalog, which goes live in mid-June, and sessions given by external speakers often prove the most popular. Plus, accepted speakers get a complimentary pass to Oracle OpenWorld with access to all sessions and networking events- that could save you up to $2,595! Be sure designate your session for inclusion in the correct track by selecting  “APPLICATIONS: Product Lifecycle Management from the Primary Track drop down menu. Looking forward to seeing you at this year's OpenWorld!

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  • How to use Pixel Bender (pbj) in ActionScript3 on large Vectors to make fast calculations?

    - by Arthur Wulf White
    Remember my old question: 2d game view camera zoom, rotation & offset using 'Filter' / 'Shader' processing? I figured I could use a Pixel Bender Shader to do the computation for any large group of elements in a game to save on processing time. At least it's a theory worth checking. I also read this question: Pass large array to pixel shader Which I'm guessing is about accomplishing the same thing in a different language. I read this tutorial: http://unitzeroone.com/blog/2009/03/18/flash-10-massive-amounts-of-3d-particles-with-alchemy-source-included/ I am attempting to do some tests. Here is some of the code: private const SIZE : int = Math.pow(10, 5); private var testVectorNum : Vector.<Number>; private function testShader():void { shader.data.ab.value = [1.0, 8.0]; shader.data.src.input = testVectorNum; shader.data.src.width = SIZE/400; shader.data.src.height = 100; shaderJob = new ShaderJob(shader, testVectorNum, SIZE / 4, 1); var time : int = getTimer(), i : int = 0; shaderJob.start(true); trace("TEST1 : ", getTimer() - time); } The problem is that I keep getting a error saying: [Fault] exception, information=Error: Error #1000: The system is out of memory. Update: I managed to partially workaround the problem by converting the vector into bitmapData: (Using this technique I still get a speed boost of 3x using Pixel Bender) private function testShader():void { shader.data.ab.value = [1.0, 8.0]; var time : int = getTimer(), i : int = 0; testBitmapData.setVector(testBitmapData.rect, testVectorInt); shader.data.src.input = testBitmapData; shaderJob = new ShaderJob(shader, testBitmapData); shaderJob.start(true); testVectorInt = testBitmapData.getVector(testBitmapData.rect); trace("TEST1 : ", getTimer() - time); }

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  • What is the best way to "carve" a terrain created from a heightmap?

    - by tigrou
    I have a 3d landscape created from a heightmap. I'd like to "carve" some holes in that terrain. That will allow me to create bridges, caverns and tunnels inside it. That operation will be done in the game editor so it doesn't need to be realtime. In the end, rendering is done using traditional polygons. What would be the best/easiest way to do that ? I already think about several solutions : Solution 1 1) Create voxels from the heightmap (very easy). In other words, fill a 3D array like this : voxels[32][32][32] from the heightmap values. 2) Carve holes in the voxels as i want (easy too). 3) Convert voxels to polygons using some iso-surface extraction technique (like marching cubes). 4) Reduce (decimate) polygons created in 3). This technique seems to be the most promising for giving good results (untested). However the problem with marching cubes is that they tends to produce lots of polygons thus reducing them is mandatory. Implementing 4) also seems not trivial, i have read several papers on the web and it seems pretty complex. I was also unable to find an example, code snippet or something to start writing an algorithm for triangle mesh decimation. Maybe there is a special decimation algorithm (simpler) for meshes created from marching cubes ? Solution 2 1) Create some triangle mesh from the heighmap (easy). 2) Apply severals 3D boolean operation (eg: subtraction with a sphere) to carve the mesh. 3) apply some procedure to reduce polygons (optional). Operation 2) seems to be very complex and to be honest i have no idea how to do that. Also applying many boolean operation seems to be slow and will maybe degrade the triangle mesh every time a boolean operation is applied.

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  • Sorting downloads folder with bash script

    - by Marek
    I'm writing script for my own needs to sort Downloads folder on my mac in bash. I pass to the function parameters: source directory, destination directory and array of file extensions I want to move. My problem is that when function is in "find" line then it copies just one file with that extension but when I remove all variables and I put parameters directly then it works fine. What's going on ? function moveFaster(){ clear src=$1 dst=$2 typ=$3 if [ ! -d $dst ] then mkdir $dst fi for i in "${typ[@]}" do find $src -name "${i}" -exec mv {} ${dst} \; done }

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  • 2D/Isometric map algorithm

    - by Icarus Cocksson
    First of all, I don't have much experience on game development but I do have experience on development. I do know how to make a map, but I don't know if my solution is a normal or a hacky solution. I don't want to waste my time coding things, and realise they're utterly crap and lose my motivation. Let's imagine the following map. (2D - top view - A square) X: 0 to 500 Y: 0 to 500 My character currently stands at X:250,Y:400, somewhere near center of 100px above bottom and I can control him with my keyboard buttons. LEFT button does X--, UP button does Y-- etc. This one is kid's play. I'm asking this because I know there are some engines that automate this task. For example, games like Diablo 3 uses an engine. You can pretty much drag drop a rock to map, and it is automatically being placed here - making player unable to pass through/detect the collision. But what the engine exactly does in the background? Generates a map like mine, places a rock at the center, and checks it like: unmovableObjects = array('50,50'); //we placed a rock at 50,50 location if(Map.hasUnmovableObject(CurrentPlayerX, CurrentPlayerY)) { //unable to move } else { //able to move } My question is: Is this how 2D/Isometric maps are being generated or there is a different and more complex logic behind them?

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  • How can I perform 2D side-scroller collision checks in a tile-based map?

    - by bill
    I am trying to create a game where you have a player that can move horizontally and jump. It's kind of like Mario but it isn't a side scroller. I'm using a 2D array to implement a tile map. My problem is that I don't understand how to check for collisions using this implementation. After spending about two weeks thinking about it, I've got two possible solutions, but both of them have some problems. Let's say that my map is defined by the following tiles: 0 = sky 1 = player 2 = ground The data for the map itself might look like: 00000 10002 22022 For solution 1, I'd move the player (the 1) a complete tile and update the map directly. This make the collision easy because you can check if the player is touching the ground simply by looking at the tile directly below the player: // x and y are the tile coordinates of the player. The tile origin is the upper-left. if (grid[x][y+1] == 2){ // The player is standing on top of a ground tile. } The problem with this approach is that the player moves in discrete tile steps, so the animation isn't smooth. For solution 2, I thought about moving the player via pixel coordinates and not updating the tile map. This will make the animation much smoother because I have a smaller movement unit per frame. However, this means I can't really accurately store the player in the tile map because sometimes he would logically be between two tiles. But the bigger problem here is that I think the only way to check for collision is to use Java's intersection method, which means the player would need to be at least a single pixel "into" the ground to register collision, and that won't look good. How can I solve this problem?

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  • Self-referencing anonymous closures: is JavaScript incomplete?

    - by Tom Auger
    Does the fact that anonymous self-referencing function closures are so prevelant in JavaScript suggest that JavaScript is an incomplete specification? We see so much of this: (function () { /* do cool stuff */ })(); and I suppose everything is a matter of taste, but does this not look like a kludge, when all you want is a private namespace? Couldn't JavaScript implement packages and proper classes? Compare to ActionScript 3, also based on EMACScript, where you get package com.tomauger { import bar; class Foo { public function Foo(){ // etc... } public function show(){ // show stuff } public function hide(){ // hide stuff } // etc... } } Contrast to the convolutions we perform in JavaScript (this, from the jQuery plugin authoring documentation): (function( $ ){ var methods = { init : function( options ) { // THIS }, show : function( ) { // IS }, hide : function( ) { // GOOD }, update : function( content ) { // !!! } }; $.fn.tooltip = function( method ) { // Method calling logic if ( methods[method] ) { return methods[ method ].apply( this, Array.prototype.slice.call( arguments, 1 )); } else if ( typeof method === 'object' || ! method ) { return methods.init.apply( this, arguments ); } else { $.error( 'Method ' + method + ' does not exist on jQuery.tooltip' ); } }; })( jQuery ); I appreciate that this question could easily degenerate into a rant about preferences and programming styles, but I'm actually very curious to hear how you seasoned programmers feel about this and whether it feels natural, like learning different idiosyncrasies of a new language, or kludgy, like a workaround to some basic programming language components that are just not implemented?

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  • Apple RAID configuration vs Hardware RAID

    - by James Hill
    I am researching external HDD's capable or RAID 1 to store a large amount of video content during overseas filming. After filming, the content will be brought back to the office and offloaded onto our storage server. After doing some research, I've found that I can buy an external drive with a built in RAID controller, or I can buy an external drive, with 2 HDD's, that I can configure in a RAID 1 array using the OS. RAID 1 is what we're looking for. I've done some reading on software RAID vs. hardware RAID, but the resources I've found don't discuss performance as it relates to video content or what happens to a software RAID when the computer dies. Question 1: Will the hardware RAID be more performant when dealing with large video files? Question 2: If the mac dies, does my RAID die with it (will my data be accessible on another mac)?

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  • Install Win7 on Dell XPS1730: CD Driver missing

    - by Mies75
    Vista crashed on my DELL XPS 1730 laptop. Again. I deleted the RAID array, created a new one and started to install Window 7 from DVD. During the initial phase of installation the setup pop ups this: Load Driver: A required CD/DVD device driver is missing... I can then insert other media to load the drivers, but it can't find any. I checked the DELL site for drivers but I can only find firmware for the drive. Which driver do I need, and where can I download it?

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  • Z Order in 2D with orthographic projection and texture atlas

    - by Carbon Crystal
    I am working with a 2D game in OpenGL ES and have a question about z-order together with a texture atlas. I am using an orthographic projection because I want pixel-perfect rendering of 2D sprites, however from what I can determine the draw order is really the only thing that will determine which textures (sprites) appear above or below their neighbors. That is, the "z-index" is a function of the order in which the textures are drawn as opposed to the z coordinate on the vertex array being drawn. So.. I have a texture atlas to save binding multiple textures for each draw call but this immediately creates a problem if there is more than one atlas in play. If I need to draw textures from more than one atlas (typically the case if I have too many sprites to fit in a single atlas of a reasonable size), then I can't maintain a "draw order" across atlases unless I want to bind/unbind the atlas textures more than once.. which kinda defeats the purpose. Does anyone have any clues as to what the best approach is here? Currently I'm running under an assumption that I will have to declare different fixed "depths" (e.g foreground, background etc) in my 2D scene and assume that the z-order for sprites at a given depth is the same. Then I can have as many atlases as I need at each depth and simply draw the depths in order (along with their associated atlases) I'd love to hear what other people are doing.

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  • Random World Generation

    - by Alex Larsen
    I'm making a game like minecraft (although a different idea) but I need a random world generator for a 1024 block wide and 256 block tall map. Basically so far I have a multidimensional array for each layer of blocks (a total of 262,114 blocks). This is the code I have now: Block[,] BlocksInMap = new Block[1024, 256]; public bool IsWorldGenerated = false; Random r = new Random(); private void RunThread() { for (int BH = 0; BH <= 256; BH++) { for (int BW = 0; BW <= 1024; BW++) { Block b = new Block(); if (BH >= 192) { } BlocksInMap[BW, BH] = b; } } IsWorldGenerated = true; } public void GenWorld() { new Thread(new ThreadStart(RunThread)).Start(); } I want to make tunnels and water but the way blocks are set is like this: Block MyBlock = new Block(); MyBlock.BlockType = Block.BlockTypes.Air; How would I manage to connect blocks so the land is not a bunch of floating dirt and stone?

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  • Is Linq having a mind-numbing effect on .NET programmers?

    - by Aaronaught
    A lot of us started seeing this phenomenon with jQuery about a year ago when people started asking how to do absolutely insane things like retrieve the query string with jQuery. The difference between the library (jQuery) and the language (JavaScript) is apparently lost on many programmers, and results in a lot of inappropriate, convoluted code being written where it is not necessary. Maybe it's just my imagination, but I swear I'm starting to see an uptick in the number of questions where people are asking to do similarly insane things with Linq, like find ranges in a sorted array. I can't get over how thoroughly inappropriate the Linq extensions are for solving that problem, but more importantly the fact that the author just assumed that the ideal solution would involve Linq without actually thinking about it (as far as I can tell). It seems that we are repeating history, breeding a new generation of .NET programmers who can't tell the difference between the language (C#/VB.NET) and the library (Linq). What is responsible for this phenomenon? Is it just hype? Magpie tendencies? Has Linq picked up a reputation as a form of magic, where instead of actually writing code you just have to utter the right incantation? I'm hardly satisfied with those explanations but I can't really think of anything else. More importantly, is it really a problem, and if so, what's the best way to help enlighten these people?

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  • grub crc error after decompressing linux

    - by w00t
    Hi, I have a debian with a raid1 on it. Both HDDs have bootable flags and grub setup in MBR. If I only start up with sda, linux boots. If I only start up with sdb, grub shows up and says Decompressing Linux... crc error -- System halted I have reinstalled grub a few times now but still nothing. It goes like this: /dev/md0 contains /dev/sda1 /dev/sdb1 find /boot/grub/stage1 shows (hd0,1) (hd0,1) The line that boots Linux shows: root (hd0,0) kernel /vmlinuz-2.6.26-1-686 initrd /initrd.img-2.6.26-1-686 This kind of renders my "redundant" array useless. Any clues? update: just to mention, these are 2 different HDDs, sda is 320gb and sdb is 400gb. Both are WD and both have exactly the same partitions, cloned using sfdisk.

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  • CodeIgniter's Scaffolding not working

    - by 01010011
    Hi, I keep getting a 404 Page Not Found whenever I try to access CodeIgniter's Scaffolding page in my browser, like so: localhost/codeignitor/index.php/blog/scaffolding/mysecretword I can access localhost/codeignitor/index.php/blog just fine. I followed CodeIgnitor's instructions in their "Create a blog in 20 minutes" by storing my database settings in the database.php file; and automatically connecting to the database by inserting "database" in the core array of the autoload.php; and I've added both parent::Controller(); and $this-load-scaffolding('myTableName') to blog's constructor. It still gives me this 404. Any suggestions?

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  • Clients with multiple proxy and multithreading callbacks

    - by enzom83
    I created a sessionful web service using WCF, and in particular I used the NetTcpBinding binding. In addition to methods to initiate and terminate a session, other methods allow the client to send to one or more tasks to be performed (the results are returned via callback, so the service is duplex), but they also allow you to know the status of the service. Assuming you activate the same service on multiple endpoints, and assuming that the client knows these endpoints (for example, it could maintain a List of endpoints), the client should connect with one or more replicas of the same service. The client periodically updates the status of the service, so when it needs to perform a new task (the task is submitted by the user via UI), it selects the service currently less loaded and sends the task to it. Periodically, the client also initiates a maintenance procedure in order to disconnect from one or more overloaded service and in order to connect with new services. I created a client proxy using the svcutil tool. I wish each proxy can be used simultaneously by different threads, for example, in addition to the thread that submits the tasks using a proxy, there are also the following two threads which act periodically: a thread that periodically sends a request to the service in order to obtain the updated state; a thread that periodically selects a proxy to close and instantiates a new proxy to replace the closed one. To achieve these objectives, is it sufficient to create an array of proxies and manage their opening and closing in separate threads? I think I read that the proxy method calls are thread safe, so I would not need to perform a lock before requesting updates to the service. However, when the maintenance procedure (which is activated on its own thread) decides to close a proxy, should I perform a lock? Finally, each proxy is also associated with an object that implements the callback interface for the service: are the callbacks (invoked on the client) executed on different threads on the client? I would like to wrap the management of the proxy in one or more classes so that it can then easily manage within a WPF application.

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  • OOP for unit testing : The good, the bad and the ugly

    - by Jeff
    I have recently read Miško Hevery's pdf guide to writing testable code in which its stated that you should limit your classes instanciations in your constructors. I understand that its what you should do because it allow you to easily mock you objects that are send as parameters to your class. But when it comes to writing actual code, i often end up with things like that (exemple is in PHP using Zend Framework but I think it's self explanatory) : class Some_class { private $_data; private $_options; private $_locale; public function __construct($data, $options = null) { $this->_data = $data; if ($options != null) { $this->_options = $options; } $this->_init(); } private function _init() { if(isset($this->_options['locale'])) { $locale = $this->_options['locale']; if ($locale instanceof Zend_Locale) { $this->_locale = $locale; } elseif (Zend_Locale::isLocale($locale)) { $this->_locale = new Zend_Locale($locale); } else { $this->_locale = new Zend_Locale(); } } } } Acording to my understanding of Miško Hevery's guide, i shouldn't instanciate the Zend_Local in my class but push it through the constructor (Which can be done through the options array in my example). I am wondering what would be the best practice to get the most flexibility for unittesing this code and aswell, if I want to move away from Zend Framework. Thanks in advance

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  • How to expose game data in the game without a singelton?

    - by zardon
    I'm quite new to cocos2d and games programming, and am currently I am writing a game that is currently in Prototype stage. Everything is going okay, but I've realized a potentially big problem and I am not sure how to solve it. I am using a singelton to store a bunch of arrays for everything, a global list of planets, a global list of troops, a global list of products, etc. And only now I'm realizing that all of this will be in memory and this is the wrong way to do it. I am not storing files or anything on the disk just yet, with exception to a save/load state, which is a capture of everything. My game makes use of a map which allows you to select a planet, then it will give you a breakdown of that planets troops and resources, Lets use this scenario: My game has 20 planets. On which you can have 20 troops. Straight away that's an array of 400! This does not add the NPC, which is another 10. So, 20x10 = 200 So, now we have 600 all in arrays inside a Singelton. This is obviously very bad, and very wrong. Especially as the game scales in the amount of data. But I need to expose pretty much everything, especially on the map page, and I am not sure how else to do it. I've been told that I can use a controller for the map page which has the information I need for each planet, and other controllers for other items I require global display for. I've also thought about storing each planet's data in a save file, using initWithCoder however there could be a boatload of files on the user's device? I really don't want to use a database, mainly because I would need to translate NSObjects and non-NSObjects like CGRects and CGPoints and Colors into/from SQL. I am open to other ideas on how to store and read game data to prevent using a singelton to store everything, everywhere. Thanks for your time.

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  • How do I target a specific driver for libata kernel parameter modding?

    - by DanielSmedegaardBuus
    Sorry for the cryptic title. Not sure how to phrase it. This is it in a nutshell: I'm running a 22-disk setup, 19 of those in a ZFS array, 15 of those backed by three port multipliers attached to SATA controllers driven by the sata_sil24 module. When running full speed (SATA2, i.e. 3 Gbps), the operation is pretty quirky (simple read errors will throw an entire PMP into spasms for a long time, sometimes with pretty awful results). Booting with kernel parameter libata.force=1.5G to force SATA controllers into "legacy" speeds completely fixes all issues with the PMPs. Thing is, my ZFS pool is backed by a fast cache SSD on my ICH10R controller. Another SSD on this same controller holds the system. Doing libata.force=1.5G immediately shaves about 100 MB/s off the transfer rate of my SSDs. For the root drive, that's not such a big deal, but for the ZFS cache SSD, it is. It effectively makes the entire zpool slower for sustained transfers than it would've been without the cache drive. Random access and fs tree lookups, of course still benifit. I'm hoping, though, that there's some way to pass the .force=1.5G parameter on to just the three SATA controllers being backed by the sata_sil24 module. But listing the module options for this, no such option exists. Is this possible? And if so, how? Thanks :)

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  • Scanline filling of polygons that share edges and vertices

    - by Belgin
    In this picture (a perspective projection of an icosahedron), the scanline (red) intersects that vertex at the top. In an icosahedron each edge belongs to two triangles. From edge a, only one triangle is visible, the other one is in the back. Same for edge d. Also, in order to determine what color the current pixel should be, each polygon has a flag which can either be 'in' or 'out', depending upon where on the scanline we currently are. Flags are flipped according to the intersection of the scanline with the edges. Now, as we go from a to d (because all edges are intersected with the scanline at that vertex), this happens: the triangle behind triangle 1 and triangle 1 itself are set 'in', then 2 is set in and 1 is 'out', then 3 is set 'in', 2 is 'out' and finally 3 is 'out' and the one behind it is set 'in', which is not the desired behavior because we only need the triangles which are facing us to be set 'in', the rest should be 'out'. How do process the edges in the Active Edge List (a list of edges that are currently intersected by the scanline) so the right polys are set 'in'? Also, I should mention that the edges are unique, which means there exists an array of edges in the data structure of the icosahedron which are pointed to by edge pointers in each of the triangles.

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  • NVRAM for journals on Linux?

    - by symcbean
    I've been thinking about ways of speeding up disk I/O, and one of the bottlenecks I keep coming back to is the journal. There's an obvious benefit to using an SSD for the journal - over and above just write caching unless of course I just disable the journal with the write cache (after all devicemapper doesn't seem to support barriers). In order to get the benefits from using a BB write cache on the controller, then I'd need to disable journalling - but then the OS should try to fsck the system after an outage. Of course if the OS knows what's in the batter-backed memory then it could use it as the journal - but that means it must be exposed as a block device and only be under the control of the operating system. However I've not been able to find a suitable low-cost device (no, write-levelling for Flash is not adequate for a journal, at least one which uses Smartmedia). While there's no end of flash devices, disk/array controllers with BB write caches, so far I've not found anything which just gives me non-volatile memory addressable as a block storage device.

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  • Transform coordinates from 3d to 2d without matrix or built in methods

    - by Thomas
    Not to long ago i started to create a small 3D engine in javascript to combine this with an html5 canvas. One of the issues I run into is how can you transform 3d to 2d coords. Since I cannot use matrices or built in transformation methods I need another way. I've tried implementing the next explanation + pseudo code: http://freespace.virgin.net/hugo.elias/routines/3d_to_2d.htm Unfortunately no luck there. I've replace all the input variables with data from my own camera and object classes. I have the following data: An object with a rotation, position vector and an array of 4 3d coords (its just a plane) a camera with a position and rotation vector the viewport - a square 600 x 600 surface. The example uses a zoom factor which I've set as 1 Most hits on google use either matrix calculations or don't implement camera rotation. Basic transformation should be like this: screen.x = x / z * zoom screen.y = y / z * zoom Can anyone point me in the right direction or explain to me howto achieve this? edit: Thanks for all your posts, I haven't been able to apply all this to my project yet but I hope to do this soon.

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