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  • How To show document directory save image in thumbnail in cocos2d class

    - by Anil gupta
    I have just implemented multiple photo selection from iphone photo library and i am saving all selected photo in document directory every time as a array, now i want to show all saved images in my class from document directory as a thumbnail, i have tried some logic but my game getting crashing, My code is below. Any help will be appreciate. Thanks in advance. -(id) init { // always call "super" init // Apple recommends to re-assign "self" with the "super" return value if( (self=[super init])) { CCSprite *photoalbumbg = [CCSprite spriteWithFile:@"photoalbumbg.png"]; photoalbumbg.anchorPoint = ccp(0,0); [self addChild:photoalbumbg z:0]; //Background Sound // [[SimpleAudioEngine sharedEngine]playBackgroundMusic:@"Background Music.wav" loop:YES]; CCSprite *photoalbumframe = [CCSprite spriteWithFile:@"photoalbumframe.png"]; photoalbumframe.position = ccp(160,240); [self addChild:photoalbumframe z:2]; CCSprite *frame = [CCSprite spriteWithFile:@"Photo-Frames.png"]; frame.position = ccp(160,270); [self addChild:frame z:1]; /*_____________________________________________________________________________________*/ CCMenuItemImage * upgradebtn = [CCMenuItemImage itemFromNormalImage:@"AlbumUpgrade.png" selectedImage:@"AlbumUpgrade.png" target:self selector:@selector(Upgrade:)]; CCMenu * fMenu = [CCMenu menuWithItems:upgradebtn,nil]; fMenu.position = ccp(200,110); [self addChild:fMenu z:3]; NSError *error; NSFileManager *fM = [NSFileManager defaultManager]; NSString *documentsDirectory = [NSHomeDirectory() stringByAppendingPathComponent:@"Documents"]; NSLog(@"Documents directory: %@", [fM contentsOfDirectoryAtPath:documentsDirectory error:&error]); NSArray *allfiles = [fM contentsOfDirectoryAtPath :documentsDirectory error:&error]; directoryList = [[NSMutableArray alloc] init]; for(NSString *file in allfiles) { NSString *path = [documentsDirectory stringByAppendingPathComponent:file]; [directoryList addObject:file]; } NSLog(@"array file name value ==== %@", directoryList); CCSprite *temp = [CCSprite spriteWithFile:[directoryList objectAtIndex:0]]; [temp setTextureRect:CGRectMake(160.0f, 240.0f, 50,50)]; // temp.anchorPoint = ccp(0,0); [self addChild:temp z:10]; for(UIImage *file in directoryList) { // NSData *pngData = [NSData dataWithContentsOfFile:file]; // image = [UIImage imageWithData:pngData]; NSLog(@"uiimage = %@",image); // UIImage *image = [UIImage imageWithContentsOfFile:file]; for (int i=1; i<=3; i++) { for (int j=1;j<=3; j++) { CCTexture2D *tex = [[[CCTexture2D alloc] initWithImage:file] autorelease]; CCSprite *selectedimage = [CCSprite spriteWithTexture:tex rect:CGRectMake(0, 0, 67, 66)]; selectedimage.position = ccp(100*i,350*j); [self addChild:selectedimage]; } } } } return self; }

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  • Voxel Face Crawling (Mesh simplification, possibly using greedy)

    - by Tim Winter
    This is in regards to a Minecraft-like terrain engine. I store blocks in chunks (16x256x16 blocks in a chunk). When I generate a chunk, I use multiple procedural techniques to set the terrain and to place objects. While generating, I keep one 1D array for the full chunk (solid or not) and a separate 1D array of solid blocks. After generation, I iterate through the solid blocks checking their neighbors so I only generate block faces that don't have solid neighbors. I store which faces to generate in their own list (that's 6 lists, one per possible face). When rendering a chunk, I render all lists in the camera's current chunk and only the lists facing the camera in all other chunks. Using a 2D atlas with this little shader trick Andrew Russell suggested, I want to merge similar faces together completely. That is, if they are in the same list (same normal), are adjacent to each other, have the same light level, etc. My assumption would be to have each of the 6 lists sorted by the axis they rest on, then by the other two axes (the list for the top of a block would be sorted by it's Y value, then X, then Z). With this alone, I could quite easily merge strips of faces, but I'm looking to merge more than just strips together when possible. I've read up on this greedy meshing algorithm, but I am having a lot of trouble understanding it. To even use it, I would think I'd need to perform a type of flood-fill per sorted list to get the groups of merge-able faces. Then, per group, perform the greedy algorithm. It all sounds awfully expensive if I would ever want dynamic terrain/lighting after initial generation. So, my question: To perform merging of faces as described (ignoring whether it's a bad idea for dynamic terrain/lighting), is there perhaps an algorithm that is simpler to implement? I would also quite happily accept an answer that walks me through the greedy algorithm in a much simpler way (a link or explanation). I don't mind a slight performance decrease if it's easier to implement or even if it's only a little better than just doing strips. I worry that most algorithms focus on triangles rather than quads and using a 2D atlas the way I am, I don't know that I could implement something triangle based with my current skills. PS: I already frustum cull per chunk and as described, I also cull faces between solid blocks. I don't occlusion cull yet and may never.

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  • How do I check user's unlocked achievement and leaderboard scores via GPG plugin

    - by noob
    I need to load user's achievement and their scores from leaderboard in my game. But the Social.LoadScore() and Social.LoadAchievements() both returns a 0 size array in callback. When I checked the implementation in Google Play Gaming's PlayGamePlatform.cs, both the method has this summary - Not implemented yet. Calls the callback with an empty list. So my question is How do I get this data in Unity? Has anyone tried any other method to get the data?

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  • C#/.NET Little Wonders: The Useful But Overlooked Sets

    - by James Michael Hare
    Once again we consider some of the lesser known classes and keywords of C#.  Today we will be looking at two set implementations in the System.Collections.Generic namespace: HashSet<T> and SortedSet<T>.  Even though most people think of sets as mathematical constructs, they are actually very useful classes that can be used to help make your application more performant if used appropriately. A Background From Math In mathematical terms, a set is an unordered collection of unique items.  In other words, the set {2,3,5} is identical to the set {3,5,2}.  In addition, the set {2, 2, 4, 1} would be invalid because it would have a duplicate item (2).  In addition, you can perform set arithmetic on sets such as: Intersections: The intersection of two sets is the collection of elements common to both.  Example: The intersection of {1,2,5} and {2,4,9} is the set {2}. Unions: The union of two sets is the collection of unique items present in either or both set.  Example: The union of {1,2,5} and {2,4,9} is {1,2,4,5,9}. Differences: The difference of two sets is the removal of all items from the first set that are common between the sets.  Example: The difference of {1,2,5} and {2,4,9} is {1,5}. Supersets: One set is a superset of a second set if it contains all elements that are in the second set. Example: The set {1,2,5} is a superset of {1,5}. Subsets: One set is a subset of a second set if all the elements of that set are contained in the first set. Example: The set {1,5} is a subset of {1,2,5}. If We’re Not Doing Math, Why Do We Care? Now, you may be thinking: why bother with the set classes in C# if you have no need for mathematical set manipulation?  The answer is simple: they are extremely efficient ways to determine ownership in a collection. For example, let’s say you are designing an order system that tracks the price of a particular equity, and once it reaches a certain point will trigger an order.  Now, since there’s tens of thousands of equities on the markets, you don’t want to track market data for every ticker as that would be a waste of time and processing power for symbols you don’t have orders for.  Thus, we just want to subscribe to the stock symbol for an equity order only if it is a symbol we are not already subscribed to. Every time a new order comes in, we will check the list of subscriptions to see if the new order’s stock symbol is in that list.  If it is, great, we already have that market data feed!  If not, then and only then should we subscribe to the feed for that symbol. So far so good, we have a collection of symbols and we want to see if a symbol is present in that collection and if not, add it.  This really is the essence of set processing, but for the sake of comparison, let’s say you do a list instead: 1: // class that handles are order processing service 2: public sealed class OrderProcessor 3: { 4: // contains list of all symbols we are currently subscribed to 5: private readonly List<string> _subscriptions = new List<string>(); 6:  7: ... 8: } Now whenever you are adding a new order, it would look something like: 1: public PlaceOrderResponse PlaceOrder(Order newOrder) 2: { 3: // do some validation, of course... 4:  5: // check to see if already subscribed, if not add a subscription 6: if (!_subscriptions.Contains(newOrder.Symbol)) 7: { 8: // add the symbol to the list 9: _subscriptions.Add(newOrder.Symbol); 10: 11: // do whatever magic is needed to start a subscription for the symbol 12: } 13:  14: // place the order logic! 15: } What’s wrong with this?  In short: performance!  Finding an item inside a List<T> is a linear - O(n) – operation, which is not a very performant way to find if an item exists in a collection. (I used to teach algorithms and data structures in my spare time at a local university, and when you began talking about big-O notation you could immediately begin to see eyes glossing over as if it was pure, useless theory that would not apply in the real world, but I did and still do believe it is something worth understanding well to make the best choices in computer science). Let’s think about this: a linear operation means that as the number of items increases, the time that it takes to perform the operation tends to increase in a linear fashion.  Put crudely, this means if you double the collection size, you might expect the operation to take something like the order of twice as long.  Linear operations tend to be bad for performance because they mean that to perform some operation on a collection, you must potentially “visit” every item in the collection.  Consider finding an item in a List<T>: if you want to see if the list has an item, you must potentially check every item in the list before you find it or determine it’s not found. Now, we could of course sort our list and then perform a binary search on it, but sorting is typically a linear-logarithmic complexity – O(n * log n) - and could involve temporary storage.  So performing a sort after each add would probably add more time.  As an alternative, we could use a SortedList<TKey, TValue> which sorts the list on every Add(), but this has a similar level of complexity to move the items and also requires a key and value, and in our case the key is the value. This is why sets tend to be the best choice for this type of processing: they don’t rely on separate keys and values for ordering – so they save space – and they typically don’t care about ordering – so they tend to be extremely performant.  The .NET BCL (Base Class Library) has had the HashSet<T> since .NET 3.5, but at that time it did not implement the ISet<T> interface.  As of .NET 4.0, HashSet<T> implements ISet<T> and a new set, the SortedSet<T> was added that gives you a set with ordering. HashSet<T> – For Unordered Storage of Sets When used right, HashSet<T> is a beautiful collection, you can think of it as a simplified Dictionary<T,T>.  That is, a Dictionary where the TKey and TValue refer to the same object.  This is really an oversimplification, but logically it makes sense.  I’ve actually seen people code a Dictionary<T,T> where they store the same thing in the key and the value, and that’s just inefficient because of the extra storage to hold both the key and the value. As it’s name implies, the HashSet<T> uses a hashing algorithm to find the items in the set, which means it does take up some additional space, but it has lightning fast lookups!  Compare the times below between HashSet<T> and List<T>: Operation HashSet<T> List<T> Add() O(1) O(1) at end O(n) in middle Remove() O(1) O(n) Contains() O(1) O(n)   Now, these times are amortized and represent the typical case.  In the very worst case, the operations could be linear if they involve a resizing of the collection – but this is true for both the List and HashSet so that’s a less of an issue when comparing the two. The key thing to note is that in the general case, HashSet is constant time for adds, removes, and contains!  This means that no matter how large the collection is, it takes roughly the exact same amount of time to find an item or determine if it’s not in the collection.  Compare this to the List where almost any add or remove must rearrange potentially all the elements!  And to find an item in the list (if unsorted) you must search every item in the List. So as you can see, if you want to create an unordered collection and have very fast lookup and manipulation, the HashSet is a great collection. And since HashSet<T> implements ICollection<T> and IEnumerable<T>, it supports nearly all the same basic operations as the List<T> and can use the System.Linq extension methods as well. All we have to do to switch from a List<T> to a HashSet<T>  is change our declaration.  Since List and HashSet support many of the same members, chances are we won’t need to change much else. 1: public sealed class OrderProcessor 2: { 3: private readonly HashSet<string> _subscriptions = new HashSet<string>(); 4:  5: // ... 6:  7: public PlaceOrderResponse PlaceOrder(Order newOrder) 8: { 9: // do some validation, of course... 10: 11: // check to see if already subscribed, if not add a subscription 12: if (!_subscriptions.Contains(newOrder.Symbol)) 13: { 14: // add the symbol to the list 15: _subscriptions.Add(newOrder.Symbol); 16: 17: // do whatever magic is needed to start a subscription for the symbol 18: } 19: 20: // place the order logic! 21: } 22:  23: // ... 24: } 25: Notice, we didn’t change any code other than the declaration for _subscriptions to be a HashSet<T>.  Thus, we can pick up the performance improvements in this case with minimal code changes. SortedSet<T> – Ordered Storage of Sets Just like HashSet<T> is logically similar to Dictionary<T,T>, the SortedSet<T> is logically similar to the SortedDictionary<T,T>. The SortedSet can be used when you want to do set operations on a collection, but you want to maintain that collection in sorted order.  Now, this is not necessarily mathematically relevant, but if your collection needs do include order, this is the set to use. So the SortedSet seems to be implemented as a binary tree (possibly a red-black tree) internally.  Since binary trees are dynamic structures and non-contiguous (unlike List and SortedList) this means that inserts and deletes do not involve rearranging elements, or changing the linking of the nodes.  There is some overhead in keeping the nodes in order, but it is much smaller than a contiguous storage collection like a List<T>.  Let’s compare the three: Operation HashSet<T> SortedSet<T> List<T> Add() O(1) O(log n) O(1) at end O(n) in middle Remove() O(1) O(log n) O(n) Contains() O(1) O(log n) O(n)   The MSDN documentation seems to indicate that operations on SortedSet are O(1), but this seems to be inconsistent with its implementation and seems to be a documentation error.  There’s actually a separate MSDN document (here) on SortedSet that indicates that it is, in fact, logarithmic in complexity.  Let’s put it in layman’s terms: logarithmic means you can double the collection size and typically you only add a single extra “visit” to an item in the collection.  Take that in contrast to List<T>’s linear operation where if you double the size of the collection you double the “visits” to items in the collection.  This is very good performance!  It’s still not as performant as HashSet<T> where it always just visits one item (amortized), but for the addition of sorting this is a good thing. Consider the following table, now this is just illustrative data of the relative complexities, but it’s enough to get the point: Collection Size O(1) Visits O(log n) Visits O(n) Visits 1 1 1 1 10 1 4 10 100 1 7 100 1000 1 10 1000   Notice that the logarithmic – O(log n) – visit count goes up very slowly compare to the linear – O(n) – visit count.  This is because since the list is sorted, it can do one check in the middle of the list, determine which half of the collection the data is in, and discard the other half (binary search).  So, if you need your set to be sorted, you can use the SortedSet<T> just like the HashSet<T> and gain sorting for a small performance hit, but it’s still faster than a List<T>. Unique Set Operations Now, if you do want to perform more set-like operations, both implementations of ISet<T> support the following, which play back towards the mathematical set operations described before: IntersectWith() – Performs the set intersection of two sets.  Modifies the current set so that it only contains elements also in the second set. UnionWith() – Performs a set union of two sets.  Modifies the current set so it contains all elements present both in the current set and the second set. ExceptWith() – Performs a set difference of two sets.  Modifies the current set so that it removes all elements present in the second set. IsSupersetOf() – Checks if the current set is a superset of the second set. IsSubsetOf() – Checks if the current set is a subset of the second set. For more information on the set operations themselves, see the MSDN description of ISet<T> (here). What Sets Don’t Do Don’t get me wrong, sets are not silver bullets.  You don’t really want to use a set when you want separate key to value lookups, that’s what the IDictionary implementations are best for. Also sets don’t store temporal add-order.  That is, if you are adding items to the end of a list all the time, your list is ordered in terms of when items were added to it.  This is something the sets don’t do naturally (though you could use a SortedSet with an IComparer with a DateTime but that’s overkill) but List<T> can. Also, List<T> allows indexing which is a blazingly fast way to iterate through items in the collection.  Iterating over all the items in a List<T> is generally much, much faster than iterating over a set. Summary Sets are an excellent tool for maintaining a lookup table where the item is both the key and the value.  In addition, if you have need for the mathematical set operations, the C# sets support those as well.  The HashSet<T> is the set of choice if you want the fastest possible lookups but don’t care about order.  In contrast the SortedSet<T> will give you a sorted collection at a slight reduction in performance.   Technorati Tags: C#,.Net,Little Wonders,BlackRabbitCoder,ISet,HashSet,SortedSet

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  • New DMF for SQL Server 2008 sys.dm_fts_parser to parse a string

    Many times we want to split a string into an array and get a list of each word separately. The sys.dm_fts_parser function will help us in these cases. More over, this function will also differentiate the noise words and exact match words. The sys.dm_fts_parser can be also very powerful for debugging purposes. It can help you check how the word breaker and stemmer works for a given input for Full Text Search.

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  • Using polygons instead of quads on Cocos2d

    - by rraallvv
    I've been looking under the hood of Cocos2d, and I think (please correct me if I'm wrong) that although working with quads is a key feature of the engine, it should't be dificult to make it work with arrays of vertices (aka polygons) instead of quads, being the quads a special case of an array of four vertices by the way, does anyone have any code that makes cocos2d render a texture filled polygon inside a batch node? the code posted here (http://www.cocos2d-iphone.org/forum/topic/8142/page/2#post-89393) does a nice job rendering a texture filled polygon but the class doesn't work with batch nodes

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  • Equivalent of #map in ruby in golang

    - by Oct
    I'm playing with Go and run into something I'm unable to find in Google, although there is certainly something that exists: I'm using the following struct: type Syntax struct { name string extensions *regexp.Regexp } type Scanner struct { classifier * bayesian.Classifier save_file string name_to_syntax map[string] *Syntax extensions_to_syntax map[*regexp.Regexp] *Syntax } I'd like to perform the following using Go and I'm quoting ruby because it's how I'd do that using ruby: test_regexpes = my_scanner.extensions_to_syntax.keys My goal is to get an array of *regexp.Regexp . Any idea on how to do that in a simple way ? Thank you !

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  • Only draw visible objects to the camera in 2D

    - by Deukalion
    I have Map, each map has an array of Ground, each Ground consists of an array of VertexPositionTexture and a texture name reference so it renders a texture at these points (as a shape through triangulation). Now when I render my map I only want to get a list of all objects that are visible in the camera. (So I won't loop through more than I have to) Structs: public struct Map { public Ground[] Ground { get; set; } } public struct Ground { public int[] Indexes { get; set; } public VertexPositionNormalTexture[] Points { get; set; } public Vector3 TopLeft { get; set; } public Vector3 TopRight { get; set; } public Vector3 BottomLeft { get; set; } public Vector3 BottomRight { get; set; } } public struct RenderBoundaries<T> { public BoundingBox Box; public T Items; } when I load a map: foreach (Ground ground in CurrentMap.Ground) { Boundaries.Add(new RenderBoundaries<Ground>() { Box = BoundingBox.CreateFromPoints(new Vector3[] { ground.TopLeft, ground.TopRight, ground.BottomLeft, ground.BottomRight }), Items = ground }); } TopLeft, TopRight, BottomLeft, BottomRight are simply the locations of each corner that the shape make. A rectangle. When I try to loop through only the objects that are visible I do this in my Draw method: public int Draw(GraphicsDevice device, ICamera camera) { BoundingFrustum frustum = new BoundingFrustum(camera.View * camera.Projection); // Visible count int count = 0; EffectTexture.World = camera.World; EffectTexture.View = camera.View; EffectTexture.Projection = camera.Projection; foreach (EffectPass pass in EffectTexture.CurrentTechnique.Passes) { pass.Apply(); foreach (RenderBoundaries<Ground> render in Boundaries.Where(m => frustum.Contains(m.Box) != ContainmentType.Disjoint)) { // Draw ground count++; } } return count; } When I try adding just one ground, then moving the camera so the ground is out of frame it still returns 1 which means it still gets draw even though it's not within the camera's view. Am I doing something or wrong or can it be because of my Camera? Any ideas why it doesn't work?

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  • Looking for a C# implementation of (Pk) Zip32

    - by bukko
    I need to implement Zip32 (PK compatible) in C#. I can't just call a separate dll or exe because (1) I don't want to write the uncompressed file to disk and (2) I want to avoid the possibly that someone could wrap that library - either of these would compromise security. My ideal solution would be to find a C# implementation of the Zip32 algorithm which I could use, and just modify it so I can pass a byte array or something. Does anyone have any suggestions or (I dare but hope) examples of C# PKZip implementations?

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  • tile_static, tile_barrier, and tiled matrix multiplication with C++ AMP

    - by Daniel Moth
    We ended the previous post with a mechanical transformation of the C++ AMP matrix multiplication example to the tiled model and in the process introduced tiled_index and tiled_grid. This is part 2. tile_static memory You all know that in regular CPU code, static variables have the same value regardless of which thread accesses the static variable. This is in contrast with non-static local variables, where each thread has its own copy. Back to C++ AMP, the same rules apply and each thread has its own value for local variables in your lambda, whereas all threads see the same global memory, which is the data they have access to via the array and array_view. In addition, on an accelerator like the GPU, there is a programmable cache, a third kind of memory type if you'd like to think of it that way (some call it shared memory, others call it scratchpad memory). Variables stored in that memory share the same value for every thread in the same tile. So, when you use the tiled model, you can have variables where each thread in the same tile sees the same value for that variable, that threads from other tiles do not. The new storage class for local variables introduced for this purpose is called tile_static. You can only use tile_static in restrict(direct3d) functions, and only when explicitly using the tiled model. What this looks like in code should be no surprise, but here is a snippet to confirm your mental image, using a good old regular C array // each tile of threads has its own copy of locA, // shared among the threads of the tile tile_static float locA[16][16]; Note that tile_static variables are scoped and have the lifetime of the tile, and they cannot have constructors or destructors. tile_barrier In amp.h one of the types introduced is tile_barrier. You cannot construct this object yourself (although if you had one, you could use a copy constructor to create another one). So how do you get one of these? You get it, from a tiled_index object. Beyond the 4 properties returning index objects, tiled_index has another property, barrier, that returns a tile_barrier object. The tile_barrier class exposes a single member, the method wait. 15: // Given a tiled_index object named t_idx 16: t_idx.barrier.wait(); 17: // more code …in the code above, all threads in the tile will reach line 16 before a single one progresses to line 17. Note that all threads must be able to reach the barrier, i.e. if you had branchy code in such a way which meant that there is a chance that not all threads could reach line 16, then the code above would be illegal. Tiled Matrix Multiplication Example – part 2 So now that we added to our understanding the concepts of tile_static and tile_barrier, let me obfuscate rewrite the matrix multiplication code so that it takes advantage of tiling. Before you start reading this, I suggest you get a cup of your favorite non-alcoholic beverage to enjoy while you try to fully understand the code. 01: void MatrixMultiplyTiled(vector<float>& vC, const vector<float>& vA, const vector<float>& vB, int M, int N, int W) 02: { 03: static const int TS = 16; 04: array_view<const float,2> a(M, W, vA); 05: array_view<const float,2> b(W, N, vB); 06: array_view<writeonly<float>,2> c(M,N,vC); 07: parallel_for_each(c.grid.tile< TS, TS >(), 08: [=] (tiled_index< TS, TS> t_idx) restrict(direct3d) 09: { 10: int row = t_idx.local[0]; int col = t_idx.local[1]; 11: float sum = 0.0f; 12: for (int i = 0; i < W; i += TS) { 13: tile_static float locA[TS][TS], locB[TS][TS]; 14: locA[row][col] = a(t_idx.global[0], col + i); 15: locB[row][col] = b(row + i, t_idx.global[1]); 16: t_idx.barrier.wait(); 17: for (int k = 0; k < TS; k++) 18: sum += locA[row][k] * locB[k][col]; 19: t_idx.barrier.wait(); 20: } 21: c[t_idx.global] = sum; 22: }); 23: } Notice that all the code up to line 9 is the same as per the changes we made in part 1 of tiling introduction. If you squint, the body of the lambda itself preserves the original algorithm on lines 10, 11, and 17, 18, and 21. The difference being that those lines use new indexing and the tile_static arrays; the tile_static arrays are declared and initialized on the brand new lines 13-15. On those lines we copy from the global memory represented by the array_view objects (a and b), to the tile_static vanilla arrays (locA and locB) – we are copying enough to fit a tile. Because in the code that follows on line 18 we expect the data for this tile to be in the tile_static storage, we need to synchronize the threads within each tile with a barrier, which we do on line 16 (to avoid accessing uninitialized memory on line 18). We also need to synchronize the threads within a tile on line 19, again to avoid the race between lines 14, 15 (retrieving the next set of data for each tile and overwriting the previous set) and line 18 (not being done processing the previous set of data). Luckily, as part of the awesome C++ AMP debugger in Visual Studio there is an option that helps you find such races, but that is a story for another blog post another time. May I suggest reading the next section, and then coming back to re-read and walk through this code with pen and paper to really grok what is going on, if you haven't already? Cool. Why would I introduce this tiling complexity into my code? Funny you should ask that, I was just about to tell you. There is only one reason we tiled our extent, had to deal with finding a good tile size, ensure the number of threads we schedule are correctly divisible with the tile size, had to use a tiled_index instead of a normal index, and had to understand tile_barrier and to figure out where we need to use it, and double the size of our lambda in terms of lines of code: the reason is to be able to use tile_static memory. Why do we want to use tile_static memory? Because accessing tile_static memory is around 10 times faster than accessing the global memory on an accelerator like the GPU, e.g. in the code above, if you can get 150GB/second accessing data from the array_view a, you can get 1500GB/second accessing the tile_static array locA. And since by definition you are dealing with really large data sets, the savings really pay off. We have seen tiled implementations being twice as fast as their non-tiled counterparts. Now, some algorithms will not have performance benefits from tiling (and in fact may deteriorate), e.g. algorithms that require you to go only once to global memory will not benefit from tiling, since with tiling you already have to fetch the data once from global memory! Other algorithms may benefit, but you may decide that you are happy with your code being 150 times faster than the serial-version you had, and you do not need to invest to make it 250 times faster. Also algorithms with more than 3 dimensions, which C++ AMP supports in the non-tiled model, cannot be tiled. Also note that in future releases, we may invest in making the non-tiled model, which already uses tiling under the covers, go the extra step and use tile_static memory on your behalf, but it is obviously way to early to commit to anything like that, and we certainly don't do any of that today. Comments about this post by Daniel Moth welcome at the original blog.

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  • What is the best way to store anciliary data with a 2D timeseries object in R?

    - by Mike52
    I currently try to move from matlab to R. I have 2D measurements, consisting of irradiance in time and wavelength together with quality flags and uncertainty and error estimates. In Matlab I extended the timeseries object to store both the wavelength array and the auxiliary data. What is the best way in R to store this data? Ideally I would like this data to be stored together such that e.g. window(...) keeps all data synchronized.

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  • Why do I bother with RAID 10 ?

    - by GrumpyOldDBA
    Before I post anything I just want to clarify what I mean by RAID 10 , this is sets of mirrored pairs that have been striped as against a RAID 0 which has been mirrored. I've just had a disk failure in the data array for one of my dev servers, it's an eight disk raid 8, no real worries, replace disk and off we go - but no - the HP engineers told me from the diagnostics ( done to ensure I got the right replacement under warranty ) that not only had a disk failed but I'd lost all the data...(read more)

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  • Dynamic Environment Creation

    - by Jack
    I was wondering, I'm thinking on a more small-scale, abstracted level, but how does one create a dynamic environment a la Minecraft? In specific, I'm thinking of the world as a 3 dimensional array of block objects, how is it made so that large features such as oceans are created? The language isn't important, I'm thinking on a conceptual level, but if it helps, I use C# or C++. Thanks for any help!

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  • What simple game is good to learn OO principles?

    - by Bogdan Gavril
    I have to come up with a project propsal for my students, here are some details: The design should be gove over OO concepts: encapsulation, interfaces, inheritance, abstract classes Idealy a game, to keep interest high No GUI, just the console Effective time to finish this: ~ 6 days (1 person per proj) I have found one nice example of a game with carnivore and herbivore cells in a drop of water (array), it's a game of life twist. It is a bit too simple. Any ideeas? Aditional info: - language is C#

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  • MySQL Exotic Storage Engines

    <b>Database Journal:</b> "MySQL has an interesting architecture that sets it apart from some other enterprise database systems. It allows you to plug in different modules to handle storage. What that means to end users is that it is quite flexible, offering an interesting array of different storage engines with different features, strengths, and tradeoffs."

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  • MySQL Exotic Storage Engines

    MySQL has an interesting architecture that allows you to plug in different modules to handle storage. What that means is that it's quite flexible, offering an interesting array of different storage engines with different features, strengths, and tradeoffs. Sean Hull presents some of the newest and more exotic storage engines, and even some that are still in development.

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  • MySQL Exotic Storage Engines

    MySQL has an interesting architecture that allows you to plug in different modules to handle storage. What that means is that it's quite flexible, offering an interesting array of different storage engines with different features, strengths, and tradeoffs. Sean Hull presents some of the newest and more exotic storage engines, and even some that are still in development.

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  • Map building - Tower Defense

    - by Dan K
    Before diving too deep into my question, let it be known that I am learning as far as java script goes and figured a simple Tower Defense game would be an excellent way to learn things. So I have found a simple background image with a path drawn on it and my question is how would I go about building a path so that I can animate my objects. Would I have to take the image and overlay a grid system, or can I store the path in some sort of array and have my objects move across it? Here is the background image:

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  • Retrieving Custom Attributes Using Reflection

    - by Scott Dorman
    The .NET Framework allows you to easily add metadata to your classes by using attributes. These attributes can be ones that the .NET Framework already provides, of which there are over 300, or you can create your own. Using reflection, the ways to retrieve the custom attributes of a type are: System.Reflection.MemberInfo public abstract object[] GetCustomAttributes(bool inherit); public abstract object[] GetCustomAttributes(Type attributeType, bool inherit); public abstract bool IsDefined(Type attributeType, bool inherit); System.Attribute public static Attribute[] GetCustomAttributes(MemberInfo member, bool inherit); public static bool IsDefined(MemberInfo element, Type attributeType, bool inherit); If you take the following simple class hierarchy: public abstract class BaseClass { private bool result;   [DefaultValue(false)] public virtual bool SimpleProperty { get { return this.result; } set { this.result = value; } } }   public class DerivedClass : BaseClass { public override bool SimpleProperty { get { return true; } set { base.SimpleProperty = value; } } } Given a PropertyInfo object (which is derived from MemberInfo, and represents a propery in reflection), you might expect that these methods would return the same result. Unfortunately, that isn’t the case. The MemberInfo methods strictly reflect the metadata definitions, ignoring the inherit parameter and not searching the inheritance chain when used with a PropertyInfo, EventInfo, or ParameterInfo object. It also returns all custom attribute instances, including those that don’t inherit from System.Attribute. The Attribute methods are closer to the implied behavior of the language (and probably closer to what you would naturally expect). They do respect the inherit parameter for PropertyInfo, EventInfo, and ParameterInfo objects and search the implied inheritance chain defined by the associated methods (in this case, the property accessors). These methods also only return custom attributes that inherit from System.Attribute. This is a fairly subtle difference that can produce very unexpected results if you aren’t careful. For example, to retrieve the custom  attributes defined on SimpleProperty, you could use code similar to this: PropertyInfo info = typeof(DerivedClass).GetProperty("SimpleProperty"); var attributeList1 = info.GetCustomAttributes(typeof(DefaultValueAttribute), true)); var attributeList2 = Attribute.GetCustomAttributes(info, typeof(DefaultValueAttribute), true));   The attributeList1 array will be empty while the attributeList2 array will contain the attribute instance, as expected. Technorati Tags: Reflection,Custom Attributes,PropertyInfo

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  • map data structure in pacman

    - by Sam Fisher
    i am trying to make a pacman game in c# using GDI+, i have done some basic work and i have previously replicated games like copter-it and minesweeper. but i am confused about how do i implement the map in pacman, i mean which datastructure to use, so i can use it for moving AI controlled objects and check collisions with walls. i thought of a 2d array of ints but that didnt make sense to me. looking for some help. thanks.

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  • Max ram for computer 16GB or 8GB

    - by Laptop memory question
    Manufacturer's specifications for my notebook say memory can be extended from 4GB to 8GB. Whereas, running sudo dmidecode suggests the computer can use 16GB as below: Handle 0x0037, DMI type 16, 15 bytes Physical Memory Array Location: System Board Or Motherboard Use: System Memory Error Correction Type: None Maximum Capacity: 16 GB Error Information Handle: Not Provided Number Of Devices: 4 Which one is correct?

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  • Looking for SQL 2008 R2 Training Resources

    - by NeilHambly
    Are you looking for some R2 Training Resources - then this would most likely keep you busy for a while digesting all the content http://www.microsoft.com/downloads/details.aspx?displaylang=en&FamilyID=fffaad6a-0153-4d41-b289-a3ed1d637c0d SQL Server 2008 R2 Update for Developers Training Kit (April 2010 Update) it Contains the following Presentations (22) Demos (29) Hands-on Labs (18) Videos (35) SQL Server 2008 R2 offers an impressive array of capabilities for developers that build upon key innovations...(read more)

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  • Drawing multiple objects from one Vertex Buffer Object in OpenGL/OpenTK

    - by stoney78us
    I am trying to experimenting drawing method using VBO in OpenGL. Many people normally use 1 vbo to store one object data array. I was trying to do something quite opposite which is storing multiple object data into 1 vbo then drawing it. There is story behind why i want to do this. I want to group many of objects as a single object sometime. However my code doesn't do the justice. Following is my pseudo code: //Data double[] vertices = {line strip 1, line strip 2, line strip 3}; //series of vertices int linestrip1offset = index of the first vertex in line strip 1; int linestrip2offset = index of the first vertex in line strip 2; int linestrip3offset = index of the first vertex in line strip 3; int linestrip1VertexNum = number of vertices in linestrip 1; int linestrip2VertexNum = number of vertices in linestrip 2; int linestrip3VertexNum = number of vertices in linestrip 3; //Setting Up void init() { int[] vBO = new int[1]; GL.GenBuffer(1, vBO); GL.BindBuffer(BufferTarget.ArrayBuffer, vBO[0]); GL.BufferData(BufferTarget.ArrayBuffer, new IntPtr(_vertices.Length * sizeof(double)), _vertices, BufferUsageHint.StaticDraw); GL.EnableClientState(Array.VertexArray); } //Drawing void draw() { GL.BindBuffer(BufferTarget.ArrayBuffer, vBO[0]); GL.EnableClientState(ArrayCap.VertexArray); GL.VertexPointer(3, VertexPointerType.Double, 0, linestrip1offset); //drawing first linestrip GL.DrawArrays(drawMode, linestrip1offset , linestrip1VertexNum ); GL.VertexPointer(3, VertexPointerType.Double, 0, linestrip2offset); //drawing second linestrip GL.DrawArrays(drawMode, linestrip2offset , linestrip2VertexNum ); GL.VertexPointer(3, VertexPointerType.Double, 0, linestrip3offset); //drawing third linestrip GL.DrawArrays(drawMode, linestrip3offset , linestrip3VertexNum ); GL.DisableClientState(ArrayCap.VertexArray); GL.BindBuffer(BufferTarget.ArrayBuffer, 0); } I don't know what i did wrong but i think technically it should work where we can tell OpenGL which part of the data in the vBO to be drawn.

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  • CRM Is A Long Term Strategy

    - by ruth.donohue
    With the array of CRM solutions out there, it's sometimes easy to forget that CRM is more than just technology with fancy bells and whistles -- it's a long-term strategy that involves people and processes as well. The Wise Marketer summarizes a Gartner report outlining three key steps necessary to create and execute a successful CRM stratetegy that is linked with overall corporate strategy.

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  • How can I dynamically load the correct sprite from a sprite sheet?

    - by Leonard Challis
    I am making a simple card game in unity. The game is based on a standard 52-card pack, with identical backs for unique faces. In my particular game different cards are worth different values and have various special abilities. The game will have 52 cards on the table (on the draw position or in the face-down deck or in someone's hand) at all times, so this number won't change. I thought that making a Card prefab and instantiating 52 of these manually would be a bad idea. Even doing it in code, I thought, would be a bit OTT, and that I should just instantiate visual cards when they are face-up to the player. I have a sprite sheet of the 52 cards and the back, which is imported as a Sprite in multiple mode, sliced in to a grid containing all the cards needed to play the game. The problem I now face is that, through my GameController script I want to generate a shuffled pack of cards, deal some to each player and then show those cards to a player. However, I am not sure of the best way, or even if it's possible, to do this dynamically with the sprite sheets as they are. For instance if I have the following: private CardRank rank; private CardSuite suite; private void Start() { this.rank = CardRank.Ace; this.suite = CardSuite.Spades; } This class would be instantiated by the game manager. I would have 52 of these in code. Whenever I have to visually show a card in the scene, I would use a card prefab, which is essentially a game object with a SpriteRenderer on it. I would need to dynamically load the correct sprite for this object from the spritesheet. The sliced sprites from the sprite sheet actually have names in the format AS (Ace of Spades), 7H (Seven of Hearts), etc - though this was a manual thing I did myself of course. I have also tried various alternative solutions, including creating animations, having separate sprites not in a spritesheet and having an array of available sprites in an array with a specific index for each card, but none seem as elegant as trying to load the correct sprite at runtime, as I'm trying to. So, how do I load a specific sprite from a spritesheet at runtime? I'm open to suggestions, even those that make me think differently about how to approach the problem.

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