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  • Moving 2d camera in the y direction

    - by Alex
    I'm developing a simple game for the iphone and am struggling to work out the best way for the camera to follow the main character. The following picture hightlights the three main components: There are 3 components to this: Circle - the main character Green line - terrain Black background The terrain is simply made from an array of points (approx 20 points per screen width). The terrain is moved in the x direction relative to the black background in order to keep the circle in its position shown. The distance to move the terrain is simply: movex = circle.position.x - terrain.position.x with a constant to fix the circle at some distance from the left of the screen. I am struggling to determine the best way to position the terrain in the y plane keep the focus in the character. I want to move the terrain in the y direction smoothly and not fix it to the position of the circle, so the circle can move in the y plane. If I take the same approach as the x positioning, the character is fixed at a point on the screen and the terrain moves. I could sample some terrain points either side of the character and produce an average, but in my implementation this was not smooth. I thought another approach might be to create a camera 'line' that is a smooth version of the terrain line and make the camerea follow this, but I'm not sure if this is the optimum solution. Any advice is much appreciated!

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  • My shiny new gadget

    - by TechTwaddle
    About 3 months ago when I had tweeted (or twit?) that the HD7 could be my next phone I wasn’t a 100 percent sure, and when the HTC Mozart came out it was switch at first sight. I wanted to buy the Mozart mainly for three reasons; its unibody construction, smaller screen and the SLCD display. But now, holding a HD7 in my hand, I reminisce and think about how fate had its own plan. Too dramatic for a piece of gadget? Well, sort of, but seriously, this has been most exciting. So in short, I bought myself a HTC HD7 and am really loving it so far. Here are some pics (taken from my HD2 which now lies in a corner, crying),     Most of my day was spent setting up the device. Email accounts, Facebook, Marketplace etc. Since marketplace isn’t officially launched in India yet, my primary live id did not work. Whenever I tried launching marketplace it would say ‘marketplace is not currently supported in your country’. Searching the forums I found an easy work around. Just create a dummy live id with the country set to UK or US and log in to the device using this id. I was worried if the contacts and feeds from my primary live account would not be updated but that was not a problem. Adding another live account into the device does import your contacts, calendar and feeds from it. And that’s it, marketplace now works perfectly. I installed a few trial and free applications; haven’t checked if I can purchase apps though, will check that later and update this post. There is one issue I am still facing with the device, I can’t access the internet over GPRS. Windows Phone 7 only gives you the option to add an ‘APN’ and nothing else. Checking the connection settings on my HD2, I found out that there is also a proxy server I need to add to access GPRS, but so far I haven’t found a way to do that on WP7. Ideally HTC should have taken care of this, detect the operator and apply that operators settings on the device, but looks like that’s not happening. I also tried the ‘Connection Settings’ application that HTC bundled with the device, but it did nothing magical. If you’re reading this and know how to fix this problem please leave a comment. The next thing I did is install apps, a lot of apps. Read Engadget’s guide to essential apps for WP7. The apps and games I installed so far include Beezz (twitter app with push notifications), twitter (the official twitter app), Facebook, Youtube, NFS Undercover, Rocket Riot, Krashlander, Unite and the list goes on. All the apps run super smooth. The display looks fine indoors but I know it’s going to suck in bright sunlight. Anyhow, I am really impressed with what I’ve seen so far. I leave you with a few more photos. Have a great year ahead. Ciao!

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  • How do I implement SkyBox in xna 4.0 Reach Profile (for Windows Phone 7)?

    - by Biny
    I'm trying to Implement SkyBox in my phone game. Most of the samples in the web are for HiDef profile, and they are using custom effects (that not supported on Windows Phone). I've tried to follow this guide. But for some reason my SkyBox is not rendered. This is my SkyBox class: using System; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Rocuna.Core; using Rocuna.GameEngine.Graphics; using Rocuna.GameEngine.Graphics.Components; namespace Rocuna.GameEngine.Extension.WP7.Graphics { /// <summary> /// Sky box element for phone games. /// </summary> public class SkyBox : SkyBoxBase { /// <summary> /// Initializes a new instance of the <see cref="SkyBoxBase"/> class. /// </summary> /// <param name="game">The Game that the game component should be attached to.</param> public SkyBox(TextureCube cube, Game game) : base(game) { Cube = cube; CubeFaces = new Texture2D[6]; PositionOffset = new Vector3(20, 20, 20); CreateGraphic(512); StripTexturesFromCube(); InitializeData(Game.GraphicsDevice); } #region Properties /// <summary> /// Gets or sets the position offset. /// </summary> /// <value> /// The position offset. /// </value> public Vector3 PositionOffset { get; set; } /// <summary> /// Gets or sets the position. /// </summary> /// <value> /// The position. /// </value> public Vector3 Position { get; set; } /// <summary> /// Gets or sets the cube. /// </summary> /// <value> /// The cube. /// </value> public TextureCube Cube { get; set; } /// <summary> /// Gets or sets the pixel array. /// </summary> /// <value> /// The pixel array. /// </value> public Color[] PixelArray { get; set; } /// <summary> /// Gets or sets the cube faces. /// </summary> /// <value> /// The cube faces. /// </value> public Texture2D[] CubeFaces { get; set; } /// <summary> /// Gets or sets the vertex buffer. /// </summary> /// <value> /// The vertex buffer. /// </value> public VertexBuffer VertexBuffer { get; set; } /// <summary> /// Gets or sets the index buffer. /// </summary> /// <value> /// The index buffer. /// </value> public IndexBuffer IndexBuffer { get; set; } /// <summary> /// Gets or sets the effect. /// </summary> /// <value> /// The effect. /// </value> public BasicEffect Effect { get; set; } #endregion protected override void LoadContent() { } public override void Update(GameTime gameTime) { var camera = Game.GetService<GraphicManager>().CurrentCamera; this.Position = camera.Position + PositionOffset; base.Update(gameTime); } public override void Draw(GameTime gameTime) { DrawOrder = int.MaxValue; var graphics = Effect.GraphicsDevice; graphics.DepthStencilState = new DepthStencilState() { DepthBufferEnable = false }; graphics.RasterizerState = new RasterizerState() { CullMode = CullMode.None }; graphics.BlendState = new BlendState(); graphics.SamplerStates[0] = SamplerState.AnisotropicClamp; graphics.SetVertexBuffer(VertexBuffer); graphics.Indices = IndexBuffer; Effect.Texture = CubeFaces[0]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 0, 2); Effect.Texture = CubeFaces[1]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 6, 2); Effect.Texture = CubeFaces[2]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 12, 2); Effect.Texture = CubeFaces[3]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 18, 2); Effect.Texture = CubeFaces[4]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 24, 2); Effect.Texture = CubeFaces[5]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 30, 2); base.Draw(gameTime); } #region Fields private List<VertexPositionNormalTexture> _vertices = new List<VertexPositionNormalTexture>(); private List<ushort> _indices = new List<ushort>(); #endregion #region Private methods private void InitializeData(GraphicsDevice graphicsDevice) { VertexBuffer = new VertexBuffer(graphicsDevice, typeof(VertexPositionNormalTexture), _vertices.Count, BufferUsage.None); VertexBuffer.SetData<VertexPositionNormalTexture>(_vertices.ToArray()); // Create an index buffer, and copy our index data into it. IndexBuffer = new IndexBuffer(graphicsDevice, typeof(ushort), _indices.Count, BufferUsage.None); IndexBuffer.SetData<ushort>(_indices.ToArray()); // Create a BasicEffect, which will be used to render the primitive. Effect = new BasicEffect(graphicsDevice); Effect.TextureEnabled = true; Effect.EnableDefaultLighting(); } private void CreateGraphic(float size) { Vector3[] normals = { Vector3.Right, Vector3.Left, Vector3.Up, Vector3.Down, Vector3.Backward, Vector3.Forward, }; Vector2[] textureCoordinates = { Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, }; var index = 0; foreach (var normal in normals) { var side1 = new Vector3(normal.Z, normal.X, normal.Y); var side2 = Vector3.Cross(normal, side1); AddIndex(CurrentVertex + 0); AddIndex(CurrentVertex + 1); AddIndex(CurrentVertex + 2); AddIndex(CurrentVertex + 0); AddIndex(CurrentVertex + 2); AddIndex(CurrentVertex + 3); AddVertex((normal - side1 - side2) * size / 2, normal, textureCoordinates[index++]); AddVertex((normal - side1 + side2) * size / 2, normal, textureCoordinates[index++]); AddVertex((normal + side1 + side2) * size / 2, normal, textureCoordinates[index++]); AddVertex((normal + side1 - side2) * size / 2, normal, textureCoordinates[index++]); } } protected void StripTexturesFromCube() { PixelArray = new Color[Cube.Size * Cube.Size]; for (int s = 0; s < CubeFaces.Length; s++) { CubeFaces[s] = new Texture2D(Game.GraphicsDevice, Cube.Size, Cube.Size, false, SurfaceFormat.Color); switch (s) { case 0: Cube.GetData<Color>(CubeMapFace.PositiveX, PixelArray); CubeFaces[s].SetData<Color>(PixelArray); break; case 1: Cube.GetData(CubeMapFace.NegativeX, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 2: Cube.GetData(CubeMapFace.PositiveY, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 3: Cube.GetData(CubeMapFace.NegativeY, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 4: Cube.GetData(CubeMapFace.PositiveZ, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 5: Cube.GetData(CubeMapFace.NegativeZ, PixelArray); CubeFaces[s].SetData(PixelArray); break; } } } protected void AddVertex(Vector3 position, Vector3 normal, Vector2 textureCoordinates) { _vertices.Add(new VertexPositionNormalTexture(position, normal, textureCoordinates)); } protected void AddIndex(int index) { if (index > ushort.MaxValue) throw new ArgumentOutOfRangeException("index"); _indices.Add((ushort)index); } protected int CurrentVertex { get { return _vertices.Count; } } #endregion } }

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  • Central renderer for a given scene

    - by Loggie
    When creating a central rendering system for all game objects in a given scene I am trying to work out the best way to go about passing the scene to the render system to be rendered. If I have a scene managed by an arbitrary structure, i.e., an octree, bsp trees, quad-tree, kd tree, etc. What is the best way to pass this to the render system? The obvious problem is that if simply given the root node of the structure, the render system would require an intrinsic knowledge of the structure in order to traverse the structure. My solution to this is to clip all objects outside the frustum in the scene manager and then create a list of the objects which are left and pass this simple list to the render system, be it an array, a vector, a linked list, etc. (This would be a structure required by the render system as a means to know which objects should be rendered). The list would of course attempt to minimise OpenGL state changes by grouping objects that require the same rendering operations to be performed on them. I have been thinking a lot about this and started searching various terms on here and followed any additional information/links but I have not really found a definitive answer. The case may be that there is no definitive answer but I would appreciate some advice and tips. My question is, is this a reasonable solution to the problem? Are there any improvements that I could make? Are there any caveats I should know about? Side question: Am I right in assuming that octrees, bsp trees, etc are all forms of BVH?

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  • Lighting with VBO

    - by nkint
    I'm using a Java JOGL wrapper called processing.org. I have coded some enviroment on it and I'm quite proud of it even if it has some ready stuffs that I didn't know anything about it (==LIGHTS). Then, for some geometry, I've decided to use a VBO. I had to pass in the hard way and recode all lights. But I can't achieve the same result. This is the original light system: And this with VBO: With this code: Vec3D l; gl.glEnable(GL.GL_LIGHTING); gl.glEnable(GL.GL_LIGHT0); gl.glEnable(GL.GL_COLOR_MATERIAL); gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GL.GL_AMBIENT, new float[]{0.8f,0f,0f}, 0); l = new Vec3D(0,0,-10); gl.glColor3f(0.8f,0f,0f); gl.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, new float[] { l.x, l.y, l.z, 0 }, 0); gl.glLightfv(GL.GL_LIGHT0, GL.GL_SPOT_DIRECTION, new float[] { 1, 1, 1, 1 }, 0); I can't achive the same light, the same color material, and the same wireframe stuffs. If needed I can also post the code I use for VBO, but it is quite standard vertex array grabbed on the net that uses glDrawArrays

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  • The battle between Java vs. C#

    The battle between Java vs. C# has been a big debate amongst the development community over the last few years. Both languages have specific pros and cons based on the needs of a particular project. In general both languages utilize a similar coding syntax that is based on C++, and offer developers similar functionality. This being said, the communities supporting each of these languages are very different. The divide amongst the communities is much like the political divide in America, where the Java community would represent the Democrats and the .Net community would represent the Republicans. The Democratic Party is a proponent of the working class and the general population. Currently, Java is deeply entrenched in the open source community that is distributed freely to anyone who has an interest in using it. Open source communities rely on developers to keep it alive by constantly contributing code to make applications better; essentially they develop code by the community. This is in stark contrast to the C# community that is typically a pay to play community meaning that you must pay for code that you want to use because it is developed as products to be marketed and sold for a profit. This ties back into my reference to the Republicans because they typically represent the needs of business and personal responsibility. This is emphasized by the belief that code is a commodity and that it can be sold for a profit which is in direct conflict to the laissez-faire beliefs of the open source community. Beyond the general differences between Java and C#, they also target two different environments. Java is developed to be environment independent and only requires that users have a Java virtual machine running in order for the java code to execute. C# on the other hand typically targets any system running a windows operating system and has the appropriate version of the .Net Framework installed. However, recently there has been push by a segment of the Open source community based around the Mono project that lets C# code run on other non-windows operating systems. In addition, another feature of C# is that it compiles into an intermediate language, and this is what is executed when the program runs. Because C# is reduced down to an intermediate language called Common Language Runtime (CLR) it can be combined with other languages that are also compiled in to the CLR like Visual Basic (VB) .Net, and F#. The allowance and interaction between multiple languages in the .Net Framework enables projects to utilize existing code bases regardless of the actual syntax because they can be compiled in to CLR and executed as one codebase. As a software engineer I personally feel that it is really important to learn as many languages as you can or at least be open to learn as many languages as you can because no one language will work in every situation.  In some cases Java may be a better choice for a project and others may be C#. It really depends on the requirements of a project and the time constraints. In addition, I feel that is really important to concentrate on understanding the logic of programming and be able to translate business requirements into technical requirements. If you can understand both programming logic and business requirements then deciding which language to use is just basically choosing what syntax to write for a given business problem or need. In regards to code refactoring and dynamic languages it really does not matter. Eventually all projects will be refactored or decommissioned to allow for progress. This is the way of life in the software development industry. The language of a project should not be chosen based on the fact that a project will eventually be refactored because they all will get refactored.

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  • How to choose which fields are available via LDAP from an Active Directory

    - by Felix Eve
    I'm using PHP to do an ldap search and then pull the attributes out using ldap_get_attributes. This returns an array of data (that can be seen here) however there are some fields that are missing such as Organization Title, department, company, address and telephone number. How to I make these fields available? There is a similar question here: http://www.petri.co.il/forums/showthread.php?t=15227 I've followed the steps outlined there an tried changing some access permissions but am not really sure what I'm doing and can't see any permissions that directly relate to the fields that I can see when I edit a user in the "Active Directory Users Computers" window. I am a PHP developer, not a Windows server administrator so am finding configuring an AD rather challenging so please don't assume any level of knowledge about AD. I've asked the same question on stack exchange but understand this is a more relevant place to ask.

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  • Deliberate Practice

    - by Jeff Foster
    It’s easy to assume, as software engineers, that there is little need to “practice” writing code. After all, we write code all day long! Just by writing a little each day, we’re constantly learning and getting better, right? Unfortunately, that’s just not true. Of course, developers do improve with experience. Each time we encounter a problem we’re more likely to avoid it next time. If we’re in a team that deploys software early and often, we hone and improve the deployment process each time we practice it. However, not all practice makes perfect. To develop true expertise requires a particular type of practice, deliberate practice, the only goal of which is to make us better programmers. Everyday software development has other constraints and goals, not least the pressure to deliver. We rarely get the chance in the course of a “sprint” to experiment with potential solutions that are outside our current comfort zone. However, if we believe that software is a craft then it’s our duty to strive continuously to raise the standard of software development. This requires specific and sustained efforts to get better at something we currently can’t do well (from Harvard Business Review July/August 2007). One interesting way to introduce deliberate practice, in a sustainable way, is the code kata. The term kata derives from martial arts and refers to a set of movements practiced either solo or in pairs. One of the better-known examples is the Bowling Game kata by Bob Martin, the goal of which is simply to write some code to do the scoring for 10-pin bowling. It sounds too easy, right? What could we possibly learn from such a simple example? Trust me, though, that it’s not as simple as five minutes of typing and a solution. Of course, we can reach a solution in a short time, but the important thing about code katas is that we explore each technique fully and in a controlled way. We tackle the same problem multiple times, using different techniques and making different decisions, understanding the ramifications of each one, and exploring edge cases. The short feedback loop optimizes opportunities to learn. Another good example is Conway’s Game of Life. It’s a simple problem to solve, but try solving it in a functional style. If you’re used to mutability, solving the problem without mutating state will push you outside of your comfort zone. Similarly, if you try to solve it with the focus of “tell-don’t-ask“, how will the responsibilities of each object change? As software engineers, we don’t get enough opportunities to explore new ideas. In the middle of a development cycle, we can’t suddenly start experimenting on the team’s code base. Code katas offer an opportunity to explore new techniques in a safe environment. If you’re still skeptical, my challenge to you is simply to try it out. Convince a willing colleague to pair with you and work through a kata or two. It only takes an hour and I’m willing to bet you learn a few new things each time. The next step is to make it a sustainable team practice. Start with an hour every Friday afternoon (after all who wants to commit code to production just before they leave for the weekend?) for month and see how that works out. Finally, consider signing up for the Global Day of Code Retreat. It’s like a daylong code kata, it’s on December 8th and there’s probably an event in your area!

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  • Linux Live CD for old computer

    - by Joel Coehoorn
    I have a pentium II (that's right, pentium II) with a scant 200MB of ram. This was a high-end workstation in it's day. The machine currently runs dos on a raid array, and I need to pull some data from it. I figure my best chance at this is to use a linux live cd to copy the data to one of our active directory network shares (there is a network card in the machine). Unfortunately, my linux skills are abysmal, so I'm not sure where to get started: Where should I look to find a linux cd that will run well on such an old system Since I'm likely gonna need to be command-line only, what do I need to do to configure the network card and mount the network share via the command line? Bonus points: exact syntax needed to copy and convert the entire volume for use in VMware server 2.0, but really just copying all the data should be enough.

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  • Turning a problem into a data

    - by Fogmeister
    OK, I have an app that I'm creating but I'm just really not sure about how to approach the problem. The idea is fairly simple. I'm just not sure how to wrap it in a data model (or even if I should). TBH I feel like I'm making it more complicated than it needs to be. How it works. The app will have circles along the top in a row that need to be connected to circles along the bottom in a row. 10 circles at the top. 10 at the bottom. One connection per pair of dots. Anyway, I can get the dots to connect I'm just not sure how to wrap it in a data model so that I can analyse what has been connected and see if it is right or not. The circles will be questions and answers. I can make an array of question objects with a question and answer properties. I can then display these as the dot pairs. I'm just not sure how to record which questions have been connected to which answers. It is valid for a user to connect a wrong answer as they all get checked at the end. I was thinking of using SpriteKit but this isn't a restriction. I could use UIKit or something else. TBH, this question is fairly language free as I'm just after a way of modelling it.

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  • Impossible to stop raid device

    - by Traroth
    I'm trying to stop a RAID disk in order to replace it by a new one, as this one is not working properly. I'm typing mdadm --stop /dev/md1, and I'm getting an error message: mdadm: fail to stop array /dev/md1: Device or resource busy I'm getting this message even if I reboot the server, and I can't see a process that could cause this. The server is working under a Debian with a 2.6.18-4-amd64 kernel. Could you help? Edit: Mote details about what my colleague tried out. After unmounting sda1, the command mdadm --remove /dev/md0 /dev/sda1 worked. But now, we still have an error message after mdadm --remove /dev/md1 /dev/sda5: mdadm: hot remove failed for /dev/sda5: Device or resource busy I still don't understand completly how the different partitions are mounted, so I suppose there is something I don't understand in the currenct situation...

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  • Can someone explain the physical architecture of RAID 10 in complete layman's terms?

    - by Hank
    I am a newbie in the world of storage and I am having a hard time digesting the physical architecture of some of the RAID levels. I am particularly interested in RAID 10, and 50. I asked the question specifically about RAID 10, because I feel if I understand that, I'll understand the other. So, I get the definition of RAID 10 - "minimum 4 disks, a striped array whose segments are mirrored". If I've got 4 disks and Disks 1 and 2 are a mirrored pair, and Disks 3 and 4 are a mirrored pair - where does the data get striped? Thanks.

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  • Help with converting an XML into a 2D level (Actionscript 3.0)

    - by inzombiak
    I'm making a little platformer and wanted to use Ogmo to create my level. I've gotten everything to work except the level that my code generates is not the same as what I see in Ogmo. I've checked the array and it fits with the level in Ogmo, but when I loop through it with my code I get the wrong thing. I've included my code for creating the level as well as an image of what I get and what I'm supposed to get. EDIT: I tried to add it, but I couldn't get it to display properly Also, if any of you know of better level editors please let me know. xmlLoader.addEventListener(Event.COMPLETE, LoadXML); xmlLoader.load(new URLRequest("Level1.oel")); function LoadXML(e:Event):void { levelXML = new XML(e.target.data); xmlFilter = levelXML.* for each (var levelTest:XML in levelXML.*) { crack = levelTest; } levelArray = crack.split(''); trace(levelArray); count = 0; for(i = 0; i <= 23; i++) { for(j = 0; j <= 35; j++) { if(levelArray[i*36+j] == 1) { block = new Platform; s.addChild(block); block.x = j*20; block.y = i*20; count++; trace(i); trace(block.x); trace(j); trace(block.y); } } } trace(count);

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  • Learning OpenGL GLSL - VAO buffer problems?

    - by Bleary
    I've just started digging through OpenGL and GLSL, and now stumbled on something I can't get my head around this one!? I've stepped back to loading a simple cube and using a simple shader on it, but the result is triangles drawn incorrectly and/or missing. The code I had working perfectly on meshes, but was attempting to move to using VAOs so none of the code for storing the vertices and indices has changed. http://i.stack.imgur.com/RxxZ5.jpg http://i.stack.imgur.com/zSU50.jpg What I have for creating the VAO and buffers is this //Create the Vertex array object glGenVertexArrays(1, &vaoID); // Finally create our vertex buffer objects glGenBuffers(VBO_COUNT, mVBONames); glBindVertexArray(vaoID); // Save vertex attributes into GPU glBindBuffer(GL_ARRAY_BUFFER, mVBONames[VERTEX_VBO]); // Copy data into the buffer object glBufferData(GL_ARRAY_BUFFER, lPolygonVertexCount*VERTEX_STRIDE*sizeof(GLfloat), lVertices, GL_STATIC_DRAW); glEnableVertexAttribArray(pos); glVertexAttribPointer(pos, 3, GL_FLOAT, GL_FALSE, VERTEX_STRIDE*sizeof(GLfloat),0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mVBONames[INDEX_VBO]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, lPolygonCount*sizeof(unsigned int), lIndices, GL_STATIC_DRAW); glBindVertexArray(0); And the code for drawing the mesh. glBindVertexArray(vaoID); glUseProgram(shader->programID); GLsizei lOffset = mSubMeshes[pMaterialIndex]->IndexOffset*sizeof(unsigned int); const GLsizei lElementCount = mSubMeshes[pMaterialIndex]->TriangleCount*TRIAGNLE_VERTEX_COUNT; glDrawElements(GL_TRIANGLES, lElementCount, GL_UNSIGNED_SHORT, reinterpret_cast<const GLvoid*>(lOffset)); // All the points are indeed in the correct place!? //glPointSize(10.0f); //glDrawElements(GL_POINTS, lElementCount, GL_UNSIGNED_SHORT, 0); glUseProgram(0); glBindVertexArray(0); Eyes have become bleary looking at this today so any thoughts or a fresh set of eyes would be greatly appreciated.

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  • Running Ubuntu Server from a USB key / thumb drive (being mindful of flash's write limitations)

    - by andybjackson
    Having become disillusioned with hacking Buffalo NAS devices, I've decided to roll my own home server. After some research, I have settled on an HP Proliant Microserver with Ubuntu Server and a ZFS RAID-Z array for data. I settled on this configuration after trying and regretfully rejecting FreeNAS because the Logitech Media Server (LMS) software isn't available on the AMD64 flavour of this platform and because I think Debian/Ubuntu server is a better future-proof platform. I considered Open Media Vault, but concluded that it isn't quite yet ready for my purposes. That said, FreeNAS does include the option to run itself off a 2GB+ flash device like USB key or thumb drive. Apparently FreeNAS is mindful of the write limitations of flash devices and so creates virtual disks for running the OS, writing only the required configuration information back to flash. This would give me an extra data drive slot. Q: Can Ubuntu Server be configured sensibly to run off a flash device such as a USB key/thumb drive? If so, how? The write limitations of flash should be accounted for.

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  • How to do a multishot in xna?

    - by DeVonte
    I am trying to simulate a gun in which shoots multiple bullets at the same time(similar to a spread out shot). I am thinking I have to create another bullet array then do the same as I have below but in a different direction. Here is what I have so far: foreach (GameObject bullet in bullets) { // Find a bullet that isn't alive if (!bullet.alive) { //And set it to alive bullet.alive = true; if (flip == SpriteEffects.FlipHorizontally) //Facing right { float armCos = (float)Math.Cos(arm.rotation - MathHelper.PiOver2); float armSin = (float)Math.Sin(arm.rotation - MathHelper.PiOver2); // Set the initial position of our bullets at the end of our gun arm // 42 is obtained by taking the width of the Arm_Gun texture / 2 // and subtracting the width of the Bullet texture / 2. ((96/2)=(12/2)) bullet.position = new Vector2( arm.position.X + 42 * armCos, arm.position.Y + 42 * armSin); // And give it a velocity of the direction we're aiming. // Increae/decrease speed by changeing 15.0f bullet.Velocity = new Vector2( (float)Math.Cos(arm.rotation - MathHelper.PiOver4 + MathHelper.Pi + MathHelper.PiOver2), (float)Math.Sin(arm.rotation - MathHelper.PiOver4 + MathHelper.Pi + MathHelper.PiOver2)) * 15.0f; } else //Facing left { float armCos = (float)Math.Cos(arm.rotation + MathHelper.PiOver2); float armSin = (float)Math.Sin(arm.rotation + MathHelper.PiOver2); //Set the initial position of our bullet at the end of our gun arm //42 is obtained be taking the width of the Arm_Gun texture / 2 //and subtracting the width of the Bullet texture / 2. ((96/2)-(12/2)) bullet.position = new Vector2( arm.position.X - 42 * armCos, arm.position.Y - 42 * armSin); //And give it a velocity of the direction we're aiming. //Increase/decrease speed by changing 15.0f bullet.Velocity = new Vector2( -armCos, -armSin) * 15.0f; } return; }// End if }// End foreach

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  • Falling CCSprites

    - by Coder404
    Im trying to make ccsprites fall from the top of the screen. Im planning to use a touch delegate to determine when they fall. How could I make CCSprites fall from the screen in a way like this: -(void)addTarget { Monster *target = nil; if ((arc4random() % 2) == 0) { target = [WeakAndFastMonster monster]; } else { target = [StrongAndSlowMonster monster]; } // Determine where to spawn the target along the Y axis CGSize winSize = [[CCDirector sharedDirector] winSize]; int minY = target.contentSize.height/2; int maxY = winSize.height - target.contentSize.height/2; int rangeY = maxY - minY; int actualY = (arc4random() % rangeY) + minY; // Create the target slightly off-screen along the right edge, // and along a random position along the Y axis as calculated above target.position = ccp(winSize.width + (target.contentSize.width/2), actualY); [self addChild:target z:1]; // Determine speed of the target int minDuration = target.minMoveDuration; //2.0; int maxDuration = target.maxMoveDuration; //4.0; int rangeDuration = maxDuration - minDuration; int actualDuration = (arc4random() % rangeDuration) + minDuration; // Create the actions id actionMove = [CCMoveTo actionWithDuration:actualDuration position:ccp(-target.contentSize.width/2, actualY)]; id actionMoveDone = [CCCallFuncN actionWithTarget:self selector:@selector(spriteMoveFinished:)]; [target runAction:[CCSequence actions:actionMove, actionMoveDone, nil]]; // Add to targets array target.tag = 1; [_targets addObject:target]; } This code makes CCSprites move from the right side of the screen to the left. How could I change this to make the CCSprites to move from the top of the screen to the bottom?

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  • Collision checking problem on a Tiled map

    - by nosferat
    I'm working on a pacman styled dungeon crawler, using the free oryx sprites. I've created the map using Tiled, separating the floor, walls and treasure in three different layers. After importing the map in libGDX, it renders fine. I also added the player character, for now it just moves into one direction, the player cannot control it yet. I wanted to add collision and I was planning to do this by checking if the player's new position is on a wall tile. Therefore as you can see in the following code snippet, I get the tile type of the appropriate tile and if it is not zero (since on that layer there is nothing except the wall tile) it is a collision and the player cannot move further: final Vector2 newPos = charController.move(warrior.getX(), warrior.getY()); if(!collided(newPos)) { warrior.setPosition(newPos.x, newPos.y); warrior.flip(charController.flipX(), charController.flipY()); } [..] private boolean collided(Vector2 newPos) { int row = (int) Math.floor((newPos.x / 32)); int col = (int) Math.floor((newPos.y / 32)); int tileType = tiledMap.layers.get(1).tiles[row][col]; if (tileType == 0) { return false; } return true; } The character only moves one tile with this code: If I reduce the col value by two it two more tiles. I think the problem will be around indexing, but I'm totally confused because the zero in the coordinate system of libGDX is in the bottom left corner of the screen, and I don't know the tiles array's indexing is similair or not. The size of the map is 19x21 tiles and looks like the following (the starting position of the player is marked with blue:

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  • Define a Policykit action for Upstart

    - by gentakojima
    I'm trying to get some user to start, stop and reload services by using the udev Upstart interface. I'm using Ubuntu 10.04. I created the file /usr/share/polkit-1/actions/com.ubuntu.Upstart0_6.Job.policy <?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE policyconfig PUBLIC "-//freedesktop//DTD PolicyKit Policy Configuration 1.0//EN" "http://www.freedesktop.org/standards/PolicyKit/1.0/policyconfig.dtd"> <policyconfig> <vendor>UXITIC</vendor> <vendor_url>http://citius.usc.es/</vendor_url> <icon_name>gdm</icon_name> <action id="com.ubuntu.Upstart0_6.Job.Stop"> <_description>Stops a service</_description> <_message>Privileges are required to stop a service.</_message> <defaults> <allow_inactive>no</allow_inactive> <allow_active>auth_admin_keep</allow_active> </defaults> </action> </policyconfig> And also the corresponding authority file /etc/polkit-1/localauthority/50-local.d/10-allow-users-to-start-and-stop-services.pkla [Stop services] Identity=unix-user:jorge Action=com.ubuntu.Upstart_0.6.Job.Stop ResultAny=no ResultInactive=no ResultActive=auth_self But when I try to stop a service, I get Access Denied :( jorge$ dbus-send --print-reply --system --dest=com.ubuntu.Upstart /com/ubuntu/Upstart/jobs/ssh com.ubuntu.Upstart0_6.Job.Stop array:string:'' boolean:true Error org.freedesktop.DBus.Error.AccessDenied: Rejected send message, 1 matched rules; type="method_call", sender=":1.452" (uid=1021 pid=28234 comm="dbus-send) interface="com.ubuntu.Upstart0_6.Job" member="Stop" error name="(unset)" requested_reply=0 destination="com.ubuntu.Upstart" (uid=0 pid=1 comm="/sbin/init"))

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  • T-SQL select where and group by date

    - by bconlon
    T-SQL has never been my favorite language, but I need to use it on a fairly regular basis and every time I seem to Google the same things. So if I add it here, it might help others with the same issues, but it will also save me time later as I will know where to look for the answers!! 1. How do I SELECT FROM WHERE to filter on a DateTime column? As it happens this is easy but I always forget. You just put the DATE value in single quotes and in standard format: SELECT StartDate FROM Customer WHERE StartDate >= '2011-01-01' ORDER BY StartDate 2. How do I then GROUP BY and get a count by StartDate? Bit trickier, but you can use the built in DATEADD and DATEDIFF to set the TIME part to midnight, allowing the GROUP BY to have a consistent value to work on: SELECT DATEADD (d, DATEDIFF(d, 0, StartDate),0) [Customer Creation Date], COUNT(*) [Number Of New Customers] FROM Customer WHERE StartDate >= '2011-01-01' GROUP BY DATEADD(d, DATEDIFF(d, 0, StartDate),0) ORDER BY [Customer Creation Date] Note: [Customer Creation Date] and [Number Of New Customers] column alias just provide more readable column headers. 3. Finally, how can you format the DATETIME to only show the DATE part (after all the TIME part is now always midnight)? The built in CONVERT function allows you to convert the DATETIME to a CHAR array using a specific format. The format is a bit arbitrary and needs looking up, but 101 is the U.S. standard mm/dd/yyyy, and 103 is the U.K. standard dd/mm/yyyy. SELECT CONVERT(CHAR(10), DATEADD(d, DATEDIFF(d, 0, StartDate),0), 103) [Customer Creation Date], COUNT(*) [Number Of New Customers] FROM Customer WHERE StartDate >= '2011-01-01' GROUP BY DATEADD(d, DATEDIFF(d, 0, StartDate),0) ORDER BY [Customer Creation Date]  #

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  • Dell Powervault MD3000 - Not sharing Files between servers

    - by Kevin
    I'm a developer who has to set up a Dell Powervault MD3000 due to lack of resources. I have connected the Powervault to 2 Dell 2950 servers via the SAS cables. I performed the setup using Dell's MD Storage Manager software (4 disks, RAID 5 with hot spare). Then I added the disks using Windows 2003 disk management (Basic, not dynamic disk and formatted with NTFS). When I add files to the array from one server, they are not visible on the other server (and vice-versa). Is the error in the windows disk management configuration?

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  • Bullet pattern isn't behaving as expected

    - by Fibericon
    I have a boss that's supposed to continuously shoot five streams of bullets, each at a different angle. It starts off just fine, but doesn't seem to want to use its entire array of bullets. No matter how large I set the length of bulletList, the boss simply stops shooting after a couple of seconds, then pick up again shortly. Here's what I'm using to generate the pattern: Vector3 direction = new Vector3(0.5f, -1, 0); for (int r = 0; r < boss.gun.bulletList.Length; r++) { if (!boss.gun.bulletList[r].isActive) { boss.gun.bulletList[r].direction = direction; boss.gun.bulletList[r].speed = boss.gun.BulletSpeedAdjustment; boss.gun.bulletList[r].position = boss.position; boss.gun.bulletList[r].isActive = true; break; } } direction = new Vector3(-0.5f, -1, 0); //Repeat with four similar for loops, to place a bullet in each direction It doesn't seem to matter if the bulletList length is 1000 or 100000. What could be the issue here?

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  • 2D Side scroller collision detection

    - by Shanon Simmonds
    I am trying to do some collision detection between objects and tiles, but the tiles do not have there own x and y position, they are just rendered to the x and y position given, there is an array of integers which has the ids of the tiles to use(which are given from an image and all the different colors are assigned different tiles) int x0 = camera.x / 16; int y0 = camera.y / 16; int x1 = (camera.x + screen.width) / 16; int y1 = (camera.y + screen.height) / 16; for(int y = y0; y < y1; y++) { if(y < 0 || y >= height) continue; // height is the height of the level for(int x = x0; x < x1; x++) { if(x < 0 || x >= width) continue; // width is the width of the level getTile(x, y).render(screen, x * 16, y * 16); } } I tried using the levels getTile method to see if the tile that the object was going to advance to, to see if it was a certain tile, but, it seems to only work in some directions. Any ideas on what I'm doing wrong and fixes would be greatly appreciated. What's wrong is that it doesn't collide properly in every direction and also this is how I tested for a collision in the objects class if(!level.getTile((x + xa) / 16, (y + ya) / 16).isSolid()) { x += xa; y += ya; } EDIT: xa and ya represent the direction as well as the movement, if xa is negative it means the object is moving left, if its positive it is moving right, and same with ya except negative for up, positive for down.

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  • How to access a fake raid?

    - by maaartinus
    I have a fake raid, which I wanted to access using mdadm /dev/md0 -A -c 128 -l stripe --verbose /dev/sda /dev/sdc which should be right, as far as I understand the man page. But I get the message mdadm: option -l not valid in assemble mode leaving the offending option out leads to mdadm: failed to create /dev/md0 and (despite verbose) no more information. I'm assuming that -A requires some mdadm-specific header which is obviously missing. I probably need to use "build" instead of assemble, but from the description I'm really unsure whether this is a non-destructive operation. Is it? What should I exactly do? UPDATE I see I haven't made clear, that the array already exists as a fake-raid (I can't give the details about my mainboard now). It looks like doing nothing except for interleaving blocks, so I hoped it could be easily done using mdadm, too. Maybe I'm completely wrong, but all the info I've found was concerned with booting from fake-raid, what I don't really need. I'd be happy with a read access for now.

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  • breaking mdadm raid and moving to NTFS

    - by daveyt
    I'm running Ubuntu 8 something and my data is on a mirrored pair of 1TB disks formatted as ext3, and the RAID is via mdadm. I want to move to Windows 7 (yeah yeah I know but Linux aint doing it for me at the moment) and migrate the disks to NTFS. My plan is: Break the MDADM RAID (by failing one disk logically) Format the 'failed' disk as NTFS Copy data from the RAID array to the NTFS disk (dont care about perms) Install Windows, (new separate non RAid disk) and my data disk is available. I've researched this and it seems the easiest way. I dont have another disk to back up to so I think this is my only way. Can anyone see a better/easier way?

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