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  • Low Graphics and laggy screen after update to 13.10 from 13.04

    - by Wh0RU
    After updating from 13.04 to 13.10 many of 3D unity stuff has stopped working, I am suing Samsung Series 3 (NP350V5X) Laptop which has Switchable Intel and AMD Radeon HD 7670M GFX. xserver-xorg-video-ati does works but NO 3D support and graphics are very low. [I am currently using this] fglrx & fglrx-updates shows blank screen after Login. Intel Graphic Install doesn't work either (dependency error) Output of $ sudo lshw -c video *-display description: VGA compatible controller product: Thames [Radeon HD 7500M/7600M Series] vendor: Advanced Micro Devices, Inc. [AMD/ATI] physical id: 0 bus info: pci@0000:01:00.0 version: 00 width: 64 bits clock: 33MHz capabilities: pm pciexpress msi vga_controller bus_master cap_list rom configuration: driver=radeon latency=0 resources: irq:45 memory:e0000000-efffffff memory:c0120000-c013ffff ioport:3000(size=256) memory:c0100000-c011ffff *-display description: VGA compatible controller product: 3rd Gen Core processor Graphics Controller vendor: Intel Corporation physical id: 2 bus info: pci@0000:00:02.0 version: 09 width: 64 bits clock: 33MHz capabilities: msi pm vga_controller bus_master cap_list rom configuration: driver=i915 latency=0 resources: irq:46 memory:bfc00000-bfffffff memory:d0000000-dfffffff ioport:4000(size=64) Similarly $ /usr/lib/nux/unity_support_test -p OpenGL vendor string: VMware, Inc. OpenGL renderer string: Gallium 0.4 on llvmpipe (LLVM 3.3, 256 bits) OpenGL version string: 2.1 Mesa 9.2.1 Not software rendered: no Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: no Shows no 3D support. Can anyone please guide how to make things working again.

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  • Can higher-order functions in FP be interpreted as some kind of dependency injection?

    - by Giorgio
    According to this article, in object-oriented programming / design dependency injection involves a dependent consumer, a declaration of a component's dependencies, defined as interface contracts, an injector that creates instances of classes that implement a given dependency interface on request. Let us now consider a higher-order function in a functional programming language, e.g. the Haskell function filter :: (a -> Bool) -> [a] -> [a] from Data.List. This function transforms a list into another list and, in order to perform its job, it uses (consumes) an external predicate function that must be provided by its caller, e.g. the expression filter (\x -> (mod x 2) == 0) [1, 2, 3, 4, 5, 6, 7, 8, 9, 10] selects all even numbers from the input list. But isn't this construction very similar to the pattern illustrated above, where the filter function is the dependent consumer, the signature (a -> Bool) of the function argument is the interface contract, the expression that uses the higher-order is the injector that, in this particular case, injects the implementation (\x -> (mod x 2) == 0) of the contract. More in general, can one relate higher-order functions and their usage pattern in functional programming to the dependency injection pattern in object-oriented languages? Or in the inverse direction, can dependency injection be compared to using some kind of higher-order function?

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  • Architecture a for a central renderer rather than self-rendering

    - by The Communist Duck
    For the architectural side of rendering, there's two main ways: having each object render itself, and having a single renderer which renders everything. I'm currently aiming for the second idea, for the following reasons: The list can be sorted to only use shaders once. Else each object would have to bind the shader, because it's not sure if it's active. The objects could be sorted and grouped. Easier to swap APIs. With a few macro lines, it can be easy to swap between a DirectX renderer and an OpenGL renderer (not a reason for my project, but still a good point) Easier to manage rendering code Of course, if anyone has strong recommendations for the first method, I will listen to them. But I was wondering how make this work. First idea The renderer has a list of pointers to the renderable components of each entity, which register themselves on RenderCompoent creation. However, I'm worrying that this may end up as a lot of extra pointer weight. But I can sort the list of pointers every so often. Second idea The entire list of entities is passed to the renderer each render call. The renderer then sorts the list (each call, or maybe once?) and gets what it wants. That's a lot of passing and/or sorting, however. Other ideas ??? PROFIT Anyone got ideas? Thank you.

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  • What's a way to implement a flexible buff/debuff system?

    - by gkimsey
    Overview: Lots of games which RPG-like statistics allow for character "buffs", ranging from simple "Deal 25% extra damage" to more complicated things like "Deal 15 damage back to attackers when hit." The specifics of each type of buff aren't really relevant. I'm looking for a (presumably object-oriented) way to handle arbitrary buffs. Details: In my particular case, I have multiple characters in a turn-based battle environment, so I envisioned buffs being tied to events like "OnTurnStart", "OnReceiveDamage", etc. Perhaps each buff is a subclass of a main Buff abstract class, where only the relevant events are overloaded. Then each character could have a vector of buffs currently applied. Does this solution make sense? I can certainly see dozens of event types being necessary, it feels like making a new subclass for each buff is overkill, and it doesn't seem to allow for any buff "interactions". That is, if I wanted to implement a cap on damage boosts so that even if you had 10 different buffs which all give 25% extra damage, you only do 100% extra instead of 250% extra. And there's more complicated situations that ideally I could control. I'm sure everyone can come up with examples of how more sophisticated buffs can potentially interact with each other in a way that as a game developer I may not want. As a relatively inexperienced C++ programmer (I generally have used C in embedded systems), I feel like my solution is simplistic and probably doesn't take full advantage of the object-oriented language. Thoughts? Has anyone here designed a fairly robust buff system before?

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  • Alternative to NV Occlusion Query - getting the number of fragments which passed the depth test

    - by Etan
    In "modern" environments, the "NV Occlusion Query" extension provide a method to get the number of fragments which passed the depth test. However, on the iPad / iPhone using OpenGL ES, the extension is not available. What is the most performant approach to implement a similar behaviour in the fragment shader? Some of my ideas: Render the object completely in white, then count all the colors together using a two-pass shader where first a vertical line is rendered and for each fragment the shader computes the sum over the whole row. Then, a single vertex is rendered whose fragment sums all the partial sums of the first pass. Doesn't seem to be very efficient. Render the object completely in white over a black background. Downsample recursively, abusing the hardware linear interpolation between textures until being at a reasonably small resolution. This leads to fragments which have a greyscale level depending on the number of white pixels where in their corresponding region. Is this even accurate enough? ... ?

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  • Are the only types of data "sources" static and dynamic?

    - by blunders
    Thinking that there might be others, but not sure -- but before getting into that, let me explain what I mean by static and dynamic data sources. Static (or datastore) - Meaning that the data's state is non-changing, and if was changed, that would be a new state, and the old data would be considered stateless; meaning it no longer is known to exist, or not exist. Another way of possibly looking at a static data source might be that if read and written back without modification, the checksum for before and after should be exactly the same regardless of the duration of time between the reading and rewriting of the data. Examples: Photos, Files, Database Record, Dynamic (or datastream) - Meaning that the data's state is known to be in flux, and never expected to be the same per input. Example: Live video/audio feed, Stock Market feed, First let me say, the above is a very loose mapping of the concepts, and I'd welcome any feedback. Next, onto the core of the question, that being are these the only two types of data sources. My guess, is that yes, they are -- but that there are hybrid versions of the two. That being, streaming data that has a fixed state. For example, the data being streamed has a checksum given and each unique checksum is known to be a single instance of static data. On the flip side, static data could be chained via say a version control system; when played back, each version might be viewed as a segment of a stream; thing is, the very fact that it can be played back makes the data source static. Another type might be that the data source is being organically discovered, and it's simply unknown what the state is. Questions, feedback, requests -- just comment, thanks!!

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  • Example of DOD design

    - by Jeffrey
    I can't seem to find a nice explanation of the Data Oriented Design for a generic zombie game (it's just an example, pretty common example). Could you make an example of the Data Oriented Design on creating a generic zombie class? Is the following good? Zombie list class: class ZombieList { GLuint vbo; // generic zombie vertex model std::vector<color>; // object default color std::vector<texture>; // objects textures std::vector<vector3D>; // objects positions public: unsigned int create(); // return object id void move(unsigned int objId, vector3D offset); void rotate(unsigned int objId, float angle); void setColor(unsigned int objId, color c); void setPosition(unsigned int objId, color c); void setTexture(unsigned int, unsigned int); ... void update(Player*); // move towards player, attack if near } Example: Player p; Zombielist zl; unsigned int first = zl.create(); zl.setPosition(first, vector3D(50, 50)); zl.setTexture(first, texture("zombie1.png")); ... while (running) { // main loop ... zl.update(&p); zl.draw(); // draw every zombie } Or would creating a generic World container that contains every action from bite(zombieId, playerId) to moveTo(playerId, vector) to createPlayer() to shoot(playerId, vector) to face(radians)/face(vector); and contains: std::vector<zombie> std::vector<player> ... std::vector<mapchunk> ... std::vector<vbobufferid> player_run_animation; ... be a good example? Whats the proper way to organize a game with DOD?

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  • Versioning APIs

    - by Sharon
    Suppose that you have a large project supported by an API base. The project also ships a public API that end(ish) users can use. Sometimes you need to make changes to the API base that supports your project. For example, you need to add a feature that needs an API change, a new method, or requires altering of one of the objects, or the format of one of those objects, passed to or from the API. Assuming that you are also using these objects in your public API, the public objects will also change any time you do this, which is undesirable as your clients may rely on the API objects remaining identical for their parsing code to work. (cough C++ WSDL clients...) So one potential solution is to version the API. But when we say "version" the API, it sounds like this also must mean to version the API objects as well as well as providing duplicate method calls for each changed method signature. So I would then have a plain old clr object for each version of my api, which again seems undesirable. And even if I do this, I surely won't be building each object from scratch as that would end up with vast amounts of duplicated code. Rather, the API is likely to extend the private objects we are using for our base API, but then we run into the same problem because added properties would also be available in the public API when they are not supposed to be. So what is some sanity that is usually applied to this situation? I know many public services such as Git for Windows maintains a versioned API, but I'm having trouble imagining an architecture that supports this without vast amounts of duplicate code covering the various versioned methods and input/output objects. I'm aware that processes such as semantic versioning attempt to put some sanity on when public API breaks should occur. The problem is more that it seems like many or most changes require breaking the public API if the objects aren't more separated, but I don't see a good way to do that without duplicating code.

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  • Finding the shorter turning direction towards a target

    - by A.B.
    I'm trying to implement a type of movement where the object gradually faces the target. The problem I've run into is figuring out which turning direction is faster. The following code works until the object's orientation crosses the -PI or PI threshold, at which point it will start turning into the opposite direction void moveToPoint(sf::Vector2f destination) { if (destination == position) return; auto distance = distanceBetweenPoints(position, destination); auto direction = angleBetweenPoints(position, destination); /// Decides whether incrementing or decrementing orientation is faster /// the next line is the problem if (atan2(sin(direction - rotation), cos(direction - rotation)) > 0 ) { /// Increment rotation rotation += rotation_speed; } else { /// Decrement rotation rotation -= rotation_speed; } if (distance < movement_speed) { position = destination; } else { position.x = position.x + movement_speed*cos(rotation); position.y = position.y + movement_speed*sin(rotation); } updateGraphics(); } 'rotation' and 'rotation_speed' are implemented as custom data type for radians which cannot have values lower than -PI and greater than PI. Any excess or deficit "wraps around". For example, -3.2 becomes ~3.08.

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  • Making a class pseudo-immutable by setting a flag

    - by scott_fakename
    I have a java project that involves building some pretty complex objects. There are quite a lot (dozens) of different ones and some of them have a HUGE number of parameters. They also need to be immutable. So I was thinking the builder pattern would work, but it ends up require a lot of boilerplate. Another potential solution I thought of was to make a mutable class, but give it a "frozen" flag, a-la ruby. Here is a simple example: public class EqualRule extends Rule { private boolean frozen; private int target; public EqualRule() { frozen = false; } public void setTarget(int i) { if (frozen) throw new IllegalStateException( "Can't change frozen rule."); target = i; } public int getTarget() { return target; } public void freeze() { frozen = true; } @Override public boolean checkRule(int i) { return (target == i); } } and "Rule" is just an abstract class that has an abstract "checkRule" method. This cuts way down on the number of objects I need to write, while also giving me an object that becomes immutable for all intents and purposes. This kind of act like the object was its own Builder... But not quite. I'm not too excited, however, about having an immutable being disguised as a bean however. So I had two questions: 1. Before I go too far down this path, are there any huge problems that anyone sees right off the bat? For what it's worth, it is planned that this behavior will be well documented... 2. If so, is there a better solution? Thanks

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  • Lubuntu customized cdrom installation crashes

    - by SBarve
    I have created customized live cd of lubuntu and it is customized using uck. After burning the CDROM and using the cdrom for installation of same CD the installation works fine on HP desktop but it fails on Dell desktop. Here is the error. Can someone help to sort out this error. We are sorry; the installer crashed. After you close this window, we will allow you to file a bug report using the integrated bug reporting tool. This will gather information about your system and your installation process. The details will be sent to our bug tracker and a developer will attend to the problem as soon as possible. Traceback (most recent call last): File "/usr/lib/ubiquity/plugins/ubi-timezone.py", line 173, in geoname-cb for result in json.loads (message.response_body.data): File "/usr/lib/python2.7/json/_init_.py", line 326, in loads return_default_decoder.decode(s) File "/usr/lib/python2.7/json/decoder.py", line 366, in decode obj, end=self.raw_decode(S, idx=_w(S,0).end ()) File "/usr/lib/python2.7/json/decoder.py", line 384, in raw_decode raise ValueError ("No JSON object could be decoded") ValueError: No JSON object could be decoded.

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  • Interaction using Kinect in XNA

    - by Sweta Dwivedi
    So i have written a program to play a sound file when ever my RightHand.Joint touches the 3D model . . It goes like this . . even though the code works somehow but not very accurate . . for example it will play the sound when my hand is slightly under my 3D object not exactly on my 3D object . How do i make it more accurate? here is the code . . (HandX & HandY is the values coming from the Skeleton data RightHand.Joint.X etc) and also this calculation doesnt work with Animated Sprites..which i need to do foreach (_3DModel s in Solar) { float x = (float)Math.Floor(((handX * 0.5f) + 0.5f) * (resolution.X)); float y = (float)Math.Floor(((handY * -0.5f) + 0.5f) * (resolution.Y)); float z = (float)Math.Floor((handZ) / 4 * 20000); if (Math.Sqrt(Math.Pow(x - s.modelPosition.X, 2) + Math.Pow(y - s.modelPosition.Y, 2)) < 15) { //Exit(); PlaySound("hyperspace_activate"); Console.WriteLine("1" + "handx:" + x + "," + " " + "modelPos.X:" + s.modelPosition.X + "," + " " + "handY:" + y + "modelPos.Y:" + s.modelPosition.Y); } else { Console.WriteLine("2" + "handx:" + x + "," + " " + "modelPos.X:" + s.modelPosition.X + "," + " " + "handY:" + y + "modelPos.Y:" + s.modelPosition.Y); } }

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  • Which Ubuntu linux kernel tree matches my installed kernel?

    - by Rmano
    Answering a recent question, and before that, trying to see if a patch which is fundamental for my machine had been included in a kernel release, I have found the following problem: How can I match the kernel version I have for my kernel, which is [:~] % uname -a Linux samsung-romano 3.13.0-29-generic #53-Ubuntu SMP Wed Jun 4 21:00:20 UTC 2014 x86_64 x86_64 x86_64 GNU/Linux with the exact kernel source, which I suppose should be stored in http://kernel.ubuntu.com/git?p=ubuntu/linux.git;a=summary? In that page there are quite a lot of tags, for example: But none of them correspond to 3.13.0-29 which is my running kernel right now. The mapping should be in https://wiki.ubuntu.com/Kernel/Dev/ExtendedStable, where it is said that the 3.13 Ubuntu kernel is based on 3.13.11 --- I think. But from there to finding the tree I have installed is not straightforward. Notice: I know I can install the kernel source corresponding with my installed kernel. But I do not want to install them; I would like ti have a pointer to the git tree to be able to browse it online (and check for commits, patches, etc.). The best options seems to go to linux3.13-y.review or linux3.13-y.queue, but I am unable to find where this tree are marked for the release - if I understand well the policy, in -review the patches are accumulated for testing, and in -queue accumulated for the next minor release/update --- but I am unable to find the exact release tree. I mean, a tag equivalent to 3.13.0-29 was cut here.

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  • Unity on Ubuntu 11.10 - The Dash Home button brings up the panel, but is empty

    - by David M. Coe
    The dash home button brings up a panel that is greyed out, but it is totally empty. It seems to be the very same issue as this: Dash home button brings up blank window which is unanswered. /usr/lib/nux/unity_support_test -p returns OpenGL vendor string: X.Org R300 Project OpenGL renderer string: Gallium 0.4 on ATI RV370 OpenGL version string: 2.1 Mesa 7.11 Not software rendered: yes Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: yes I've tried a unity --reset but that doesn't seem to work. Unity seems to reset, but I get the following warning over and over: cs space validation failed unity What should I do next to try and fix this? Edit: Attempted fixes: I've refomatted, did not work. I've done apt-get remove unity then apt-get update then apt-get install unity, did not work. I've switched to Unity 2d and this seems to work. How can I get regualar Unity working or atleast find the error?

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  • Flickering problem with world matrix

    - by gnomgrol
    I do have a pretty wierd problem today. As soon as I try to change my translation- or rotationmatrix for an object to something else than (0,0,0), the object starts to flicker (scaling works fine). It rapid and randomly switches between the spot it should be in and a crippled something. I first thought that the problem would be z-fighting, but now Im pretty sure it isn't. I have now clue at all what it could be, here are two screenshots of the two states the plant is switching between. I already used PIX, but could find anything of use (Im not a very good debugger anyway) I would appreciate any help, thanks a lot! Important code: D3DXMatrixIdentity(&World); D3DXVECTOR3 rotaxisX = D3DXVECTOR3(1.0f, 0.0f, 0.0f); D3DXVECTOR3 rotaxisY = D3DXVECTOR3(0.0f, 1.0f, 0.0f); D3DXVECTOR3 rotaxisZ = D3DXVECTOR3(0.0f, 0.0f, 1.0f); D3DXMATRIX temprot1, temprot2, temprot3; D3DXMatrixRotationAxis(&temprot1, &rotaxisX, 0); D3DXMatrixRotationAxis(&temprot2, &rotaxisY, 0); D3DXMatrixRotationAxis(&temprot3, &rotaxisZ, 0); Rotation = temprot1 *temprot2 * temprot3; D3DXMatrixTranslation(&Translation, 0.0f, 10.0f, 0.0f); D3DXMatrixScaling(&Scale, 0.02f, 0.02f, 0.02f); //Set objs world space using the transformations World = Translation * Rotation * Scale; shader: cbuffer cbPerObject { matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix; }; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; // Calculate the position of the vertex against the world, view, and projection matrices. output.position = mul(input.position, worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix);

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  • Correcting Lighting in Stencil Reflections

    - by Reanimation
    I'm just playing around with OpenGL seeing how different methods of making shadows and reflections work. I've been following this tutorial which describes using GLUT_STENCIL's and MASK's to create a reasonable interpretation of a reflection. Following that and a bit of tweaking to get things to work, I've come up with the code below. Unfortunately, the lighting isn't correct when the reflection is created. glPushMatrix(); plane(); //draw plane that reflection appears on glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); glDepthMask(GL_FALSE); glEnable(GL_STENCIL_TEST); glStencilFunc(GL_ALWAYS, 1, 0xFFFFFFFF); glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); plane(); //draw plane that acts as clipping area for reflection glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glDepthMask(GL_TRUE); glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); glDisable(GL_DEPTH_TEST); glPushMatrix(); glScalef(1.0f, -1.0f, 1.0f); glTranslatef(0,2,0); glRotatef(180,0,1,0); sphere(radius, spherePos); //draw object that you want to have a reflection glPopMatrix(); glEnable(GL_DEPTH_TEST); glDisable(GL_STENCIL_TEST); sphere(radius, spherePos); //draw object that creates reflection glPopMatrix(); It looked really cool to start with, then I noticed that the light in the reflection isn't correct. I'm not sure that it's even a simple fix because effectively the reflection is also a sphere but I thought I'd ask here none-the-less. I've tried various rotations (seen above the first time the sphere is drawn) but it doesn't seem to work. I figure it needs to rotate around the Y and Z axis but that's not correct. Have I implemented the rotation wrong or is there a way to correct the lighting?

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  • CodePlex Daily Summary for Saturday, December 25, 2010

    CodePlex Daily Summary for Saturday, December 25, 2010Popular ReleasesCosmos (C# Open Source Managed Operating System): Release 71246: This is the first release featuring VS2010 support. Express support (C#) should work as well. Release notes: http://www.gocosmos.org/Releases/71246/NoSimplerAccounting: NoSimplerAccounting 6.0: -Fixed a bug in expense category report.NHibernate Mapping Generator: NHibernate Mapping Generator 2.0: Added support for Postgres (Thanks to Angelo)NewLife XCode: XCode v6.5.2010.1223 ????(????v3.5??): XCode v6.5.2010.1223 ????,??: NewLife.Core ??? NewLife.Net ??? XControl ??? XTemplate ????,??C#?????? XAgent ???? NewLife.CommonEnitty ??????(???,XCode??????) XCode?? ?????????,??????????????????,?????95% XCode v3.5.2009.0714 ??,?v3.5?v6.0???????????????,?????????。v3.5???????????,??????????????。 XCoder ??XTemplate?????????,????????XCode??? XCoder_Src ???????(????XTemplate????),??????????????????MiniTwitter: 1.64: MiniTwitter 1.64 ???? ?? 1.63 ??? URL ??????????????Ajax ASP.Net Forum: InSeCla Forum Software v0.1.9: *VERSION: 0.1.9* HAPPY CHRISTMAS FEATURES ADDED Added features customizabled per category level (Customize at ADMIN/Categories Tab) Allow Anonymous Threads, Allow Anonymous Post Virtual URLs (friendly urls) has finally added And you can have some forum (category) using virtual urls and other using normal urls. Check !, as this improve the SEO indexing results Moderation Instant On: Delete Thread, Move Thread Available to users being members of moderators or administrators InstantO...VivoSocial: VivoSocial 7.4.0: Please see changes: http://support.vivoware.com/project/ChangeLog.aspx?PROJID=48Umbraco CMS: Umbraco 4.6 Beta - codename JUNO: The Umbraco 4.6 beta (codename JUNO) release contains many new features focusing on an improved installation experience, a number of robust developer features, and contains more than 89 bug fixes since the 4.5.2 release. Improved installer experience Updated Starter Kits (Simple, Blog, Personal, Business) Beautiful, free, customizable skins included Skinning engine and Skin customization (see Skinning Documentation Kit) Default dashboards on install with hide option Updated Login t...SSH.NET Library: 2010.12.23: This release includes some bug fixes and few new fetures. Fixes Allow to retrieve big directory structures ssh-dss algorithm is fixed Populate sftp file attributes New Features Support for passhrase when private key is used Support added for diffie-hellman-group14-sha1,diffie-hellman-group-exchange-sha256 and diffie-hellman-group-exchange-sha1 key exchange algorithms Allow to provide multiple key files for authentication Add support for "keyboard-interactive" authentication method...ASP.NET MVC SiteMap provider: MvcSiteMapProvider 2.3.0: Using NuGet?MvcSiteMapProvider is also listed in the NuGet feed. Learn more... Like the project? Consider a donation!Donate via PayPal via PayPal. Release notesThis will be the last release targeting ASP.NET MVC 2 and .NET 3.5. MvcSiteMapProvider 3.0.0 will be targeting ASP.NET MVC 3 and .NET 4 Web.config setting skipAssemblyScanOn has been deprecated in favor of excludeAssembliesForScan and includeAssembliesForScan ISiteMapNodeUrlResolver is now completely responsible for generating th...SuperSocket, an extensible socket application framework: SuperSocket 1.3 beta 2: Compared with SuperSocket 1.3 beta 1, the changes listed below have been done in SuperSocket 1.3 beta 2: added supports for .NET 3.5 replaced Logging Application Block of EntLib with Log4Net improved the code about logging fixed a bug in QuickStart sample project added IPv6 supportTibiaPinger: TibiaPinger v1.0: TibiaPinger v1.0Media Companion: Media Companion 3.400: Extract the entire archive to a folder which has user access rights, eg desktop, documents etc. A manual is included to get you startedMulticore Task Framework: MTF 1.0.1: Release 1.0.1 of Multicore Task Framework.EnhSim: EnhSim 2.2.6 ALPHA: 2.2.6 ALPHAThis release supports WoW patch 4.03a at level 85 To use this release, you must have the Microsoft Visual C++ 2010 Redistributable Package installed. This can be downloaded from http://www.microsoft.com/downloads/en/details.aspx?FamilyID=A7B7A05E-6DE6-4D3A-A423-37BF0912DB84 To use the GUI you must have the .NET 4.0 Framework installed. This can be downloaded from http://www.microsoft.com/downloads/en/details.aspx?FamilyID=9cfb2d51-5ff4-4491-b0e5-b386f32c0992 - Fixing up some r...ASP.NET MVC Project Awesome (jQuery Ajax helpers): 1.4.3: Helpers (controls) that you can use to build highly responsive and interactive Ajax-enabled Web applications. These helpers include Autocomplete, AjaxDropdown, Lookup, Confirm Dialog, Popup Form, Popup and Pager new stuff: Improvements for confirm, popup, popup form RenderView controller extension the user experience for crud in live demo has been substantially improved + added search all the features are shown in the live demoGanttPlanner: GanttPlanner V1.0: GanttPlanner V1.0 include GanttPlanner.dll and also a Demo application.N2 CMS: 2.1 release candidate 3: * Web platform installer support available N2 is a lightweight CMS framework for ASP.NET. It helps you build great web sites that anyone can update. Major Changes Support for auto-implemented properties ({get;set;}, based on contribution by And Poulsen) A bunch of bugs were fixed File manager improvements (multiple file upload, resize images to fit) New image gallery Infinite scroll paging on news Content templates First time with N2? Try the demo site Download one of the templ...TweetSharp: TweetSharp v2.0.0.0 - Preview 6: Documentation for this release may be found at http://tweetsharp.codeplex.com/wikipage?title=UserGuide&referringTitle=Documentation. Note: This code is currently preview quality. Preview 6 ChangesMaintenance release with user reported fixes Preview 5 ChangesMaintenance release with user reported fixes Preview 4 ChangesReintroduced fluent interface support via satellite assembly Added entities support, entity segmentation, and ITweetable/ITweeter interfaces for client development Numer...Team Foundation Server Administration Tool: 2.1: TFS Administration Tool 2.1, is the first version of the TFS Administration Tool which is built on top of the Team Foundation Server 2010 object model. TFS Administration Tool 2.1 can be installed on machines that are running either Team Explorer 2010, or Team Foundation Server 2010.New ProjectsAzure Configuration File Comparer: Compares two Azure configuration files and highlights the differencesConquera: Conquera is a Xna fantasy turn-based strategy, where players capture castles and resources to expand, defend and improve their territories. eSCADA: Sistema de supervision, control y adquisicion de datos (SCADA) desarrollado sobre la plataforma .net 4.0Jing SaaS Platform: This SaaS Platform is built for fast form based project delivery.MatchChow: MatchChowMeshSharp: MeshSharp is a Navigational Mesh pathfinding library for XNA written in C#. This will use a combination of algorithms; A* (Astar), Funnel, Steering and Flocking. This will be a similar project to the recast navigation project (written in C++).MonJardin: MonJardin est une application pour le jardin. Cette application effectue l'inventaire des plantations et les récoltes d'un jardin.Open Bitrac: Open Bitrac is a asp.net blog system!PAMS: PAN Applications Management System for PAN Service Agents and AgenciesPassword Manager: Password Manager application for the Windows Phone, Desktop, ASP.NET/Silverlight platformsRandomRest: Creating a class library that is more random than the standard system.random by using crowd sourcingSimple Config Editor: A .Net Library to Create and Modify Config Files, Based on XML.SQL UML PROFILE: This project envolves the creation of an UML Profile for Visual Studio 2010 that allows creating database diagrams with UML objects in modeling projects. We will also create a T4 template to generate SQL Scripts from the modeling projectTSQL Parser based on Database Edition GDR: TSQL Parser based in Database Edition GDR, this particular implementation help in finding Tables and columns used in TSQL. For this project to work you will need to install Database Edition GDR. http://www.microsoft.com/downloads/en/details.aspx?FamilyID=bb3ad767-5f69-4db9-b1c9-8WiiScanner: A project for scanning objects into virtual environments using WiiMotes.Windows Azure Development Toys: The Windows Azure Development Toys is a collaboration of many libraries, interfaces, adapters and plug-ins for Windows Azure project development. It will accelerate your development performance of your Windows Azure based application.

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  • Reference Data Management

    - by rahulkamath
    Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} table.MsoTableColorfulListAccent2 {mso-style-name:"Colorful List - Accent 2"; mso-tstyle-rowband-size:1; mso-tstyle-colband-size:1; mso-style-priority:72; mso-style-unhide:no; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-tstyle-shading:#F8EDED; mso-tstyle-shading-themecolor:accent2; mso-tstyle-shading-themetint:25; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Calibri","sans-serif"; color:black; mso-themecolor:text1;} table.MsoTableColorfulListAccent2FirstRow {mso-style-name:"Colorful List - Accent 2"; mso-table-condition:first-row; mso-style-priority:72; mso-style-unhide:no; mso-tstyle-shading:#9E3A38; mso-tstyle-shading-themecolor:accent2; mso-tstyle-shading-themeshade:204; mso-tstyle-border-bottom:1.5pt solid white; mso-tstyle-border-bottom-themecolor:background1; color:white; mso-themecolor:background1; mso-ansi-font-weight:bold; mso-bidi-font-weight:bold;} table.MsoTableColorfulListAccent2LastRow {mso-style-name:"Colorful List - Accent 2"; mso-table-condition:last-row; mso-style-priority:72; mso-style-unhide:no; mso-tstyle-shading:white; mso-tstyle-shading-themecolor:background1; mso-tstyle-border-top:1.5pt solid black; mso-tstyle-border-top-themecolor:text1; color:#9E3A38; mso-themecolor:accent2; mso-themeshade:204; mso-ansi-font-weight:bold; mso-bidi-font-weight:bold;} table.MsoTableColorfulListAccent2FirstCol {mso-style-name:"Colorful List - Accent 2"; mso-table-condition:first-column; mso-style-priority:72; mso-style-unhide:no; mso-ansi-font-weight:bold; mso-bidi-font-weight:bold;} table.MsoTableColorfulListAccent2LastCol {mso-style-name:"Colorful List - Accent 2"; mso-table-condition:last-column; mso-style-priority:72; mso-style-unhide:no; mso-ansi-font-weight:bold; mso-bidi-font-weight:bold;} table.MsoTableColorfulListAccent2OddColumn {mso-style-name:"Colorful List - Accent 2"; mso-table-condition:odd-column; mso-style-priority:72; mso-style-unhide:no; mso-tstyle-shading:#EFD3D2; mso-tstyle-shading-themecolor:accent2; mso-tstyle-shading-themetint:63; mso-tstyle-border-top:cell-none; mso-tstyle-border-left:cell-none; mso-tstyle-border-bottom:cell-none; mso-tstyle-border-right:cell-none; mso-tstyle-border-insideh:cell-none; mso-tstyle-border-insidev:cell-none;} table.MsoTableColorfulListAccent2OddRow {mso-style-name:"Colorful List - Accent 2"; mso-table-condition:odd-row; mso-style-priority:72; mso-style-unhide:no; mso-tstyle-shading:#F2DBDB; mso-tstyle-shading-themecolor:accent2; mso-tstyle-shading-themetint:51;} Reference Data Management Oracle Data Relationship Management (DRM) has always been extremely powerful as an Enterprise MDM solution that can help manage changes to master data in a way that influences enterprise structure, whether it be mastering chart of accounts to enable financial transformation, or revamping organization structures to drive business transformation and operational efficiencies, or mastering sales territories in light of rapid fire acquisitions that require frequent sales territory refinement, equitable distribution of leads and accounts to salespersons, and alignment of budget/forecast with results to optimize sales coverage. Increasingly, DRM is also being utilized by Oracle customers for reference data management, an emerging solution space that deserves some explanation. What is reference data? Reference data is a close cousin of master data. While master data may be more rapidly changing, requires consensus building across stakeholders and lends structure to business transactions, reference data is simpler, more slowly changing, but has semantic content that is used to categorize or group other information assets – including master data – and give them contextual value. The following table contains an illustrative list of examples of reference data by type. Reference data types may include types and codes, business taxonomies, complex relationships & cross-domain mappings or standards. Types & Codes Taxonomies Relationships / Mappings Standards Transaction Codes Industry Classification Categories and Codes, e.g., North America Industry Classification System (NAICS) Product / Segment; Product / Geo Calendars (e.g., Gregorian, Fiscal, Manufacturing, Retail, ISO8601) Lookup Tables (e.g., Gender, Marital Status, etc.) Product Categories City à State à Postal Codes Currency Codes (e.g., ISO) Status Codes Sales Territories (e.g., Geo, Industry Verticals, Named Accounts, Federal/State/Local/Defense) Customer / Market Segment; Business Unit / Channel Country Codes (e.g., ISO 3166, UN) Role Codes Market Segments Country Codes / Currency Codes / Financial Accounts Date/Time, Time Zones (e.g., ISO 8601) Domain Values Universal Standard Products and Services Classification (UNSPSC), eCl@ss International Classification of Diseases (ICD) e.g., ICD9 à IC10 mappings Tax Rates Why manage reference data? Reference data carries contextual value and meaning and therefore its use can drive business logic that helps execute a business process, create a desired application behavior or provide meaningful segmentation to analyze transaction data. Further, mapping reference data often requires human judgment. Sample Use Cases of Reference Data Management Healthcare: Diagnostic Codes The reference data challenges in the healthcare industry offer a case in point. Part of being HIPAA compliant requires medical practitioners to transition diagnosis codes from ICD-9 to ICD-10, a medical coding scheme used to classify diseases, signs and symptoms, causes, etc. The transition to ICD-10 has a significant impact on business processes, procedures, contracts, and IT systems. Since both code sets ICD-9 and ICD-10 offer diagnosis codes of very different levels of granularity, human judgment is required to map ICD-9 codes to ICD-10. The process requires collaboration and consensus building among stakeholders much in the same way as does master data management. Moreover, to build reports to understand utilization, frequency and quality of diagnoses, medical practitioners may need to “cross-walk” mappings -- either forward to ICD-10 or backwards to ICD-9 depending upon the reporting time horizon. Spend Management: Product, Service & Supplier Codes Similarly, as an enterprise looks to rationalize suppliers and leverage their spend, conforming supplier codes, as well as product and service codes requires supporting multiple classification schemes that may include industry standards (e.g., UNSPSC, eCl@ss) or enterprise taxonomies. Aberdeen Group estimates that 90% of companies rely on spreadsheets and manual reviews to aggregate, classify and analyze spend data, and that data management activities account for 12-15% of the sourcing cycle and consume 30-50% of a commodity manager’s time. Creating a common map across the extended enterprise to rationalize codes across procurement, accounts payable, general ledger, credit card, procurement card (P-card) as well as ACH and bank systems can cut sourcing costs, improve compliance, lower inventory stock, and free up talent to focus on value added tasks. Specialty Finance: Point of Sales Transaction Codes and Product Codes In the specialty finance industry, enterprises are confronted with usury laws – governed at the state and local level – that regulate financial product innovation as it relates to consumer loans, check cashing and pawn lending. To comply, it is important to demonstrate that transactions booked at the point of sale are posted against valid product codes that were on offer at the time of booking the sale. Since new products are being released at a steady stream, it is important to ensure timely and accurate mapping of point-of-sale transaction codes with the appropriate product and GL codes to comply with the changing regulations. Multi-National Companies: Industry Classification Schemes As companies grow and expand across geographies, a typical challenge they encounter with reference data represents reconciling various versions of industry classification schemes in use across nations. While the United States, Mexico and Canada conform to the North American Industry Classification System (NAICS) standard, European Union countries choose different variants of the NACE industry classification scheme. Multi-national companies must manage the individual national NACE schemes and reconcile the differences across countries. Enterprises must invest in a reference data change management application to address the challenge of distributing reference data changes to downstream applications and assess which applications were impacted by a given change.

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  • Are long methods always bad?

    - by wobbily_col
    So looking around earlier I noticed some comments about long methods being bad practice. I am not sure I always agree that long methods are bad (and would like opinions from others). For example I have some Django views that do a bit of processing of the objects before sending them to the view, a long method being 350 lines of code. I have my code written so that it deals with the paramaters - sorting / filtering the queryset, then bit by bit does some processing on the objects my query has returned. So the processing is mainly conditional aggregation, that has complex enough rules it can't easily be done in the database, so I have some variables declared outside the main loop then get altered during the loop. varaible_1 = 0 variable_2 = 0 for object in queryset : if object.condition_condition_a and variable_2 > 0 : variable 1+= 1 ..... ... . more conditions to alter the variables return queryset, and context So according to the theory I should factor out all the code into smaller methods, so That I have the view method as being maximum one page long. However having worked on various code bases in the past, I sometimes find it makes the code less readable, when you need to constantly jump from one method to the next figuring out all the parts of it, while keeping the outermost method in your head. I find that having a long method that is well formatted, you can see the logic more easily, as it isn't getting hidden away in inner methods. I could factor out the code into smaller methods, but often there is is an inner loop being used for two or three things, so it would result in more complex code, or methods that don't do one thing but two or three (alternatively I could repeat inner loops for each task, but then there will be a performance hit). So is there a case that long methods are not always bad? Is there always a case for writing methods, when they will only be used in one place?

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  • Using a Vertex Buffer and DrawUserIndexedPrimitives?

    - by MattMcg
    Let's say I have a large but static world and only a single moving object on said world. To increase performance I wish to use a vertex and index buffer for the static part of the world. I set them up and they work fine however if I throw in another draw call to DrawUserIndexedPrimitives (to draw my one single moving object) after the call to DrawIndexedPrimitives, it will error out saying a valid vertex buffer must be set. I can only assume the DrawUserIndexedPrimitive call destroyed/replaced the vertex buffer I set. In order to get around this I must call device.SetVertexBuffer(vertexBuffer) every frame. Something tells me that isn't correct as that kind of defeats the point of a buffer? To shed some light, the large vertex buffer is the final merged mesh of many repeated cubes (think Minecraft) which I manually create to reduce the amount of vertices/indexes needed (for example two connected cubes become one cuboid, the connecting faces are cut out), and also the amount of matrix translations (as it would suck to do one per cube). The moving objects would be other items in the world which are dynamic and not fixed to the block grid, so things like the NPCs who move constantly. How do I go about handling the large static world but also allowing objects to freely move about?

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  • Better solution for boolean mixing?

    - by Ruben Nunez
    Sorry if this question has been asked in the past, but searching Google and here didn't yield relevant results, so here goes. I'm working on a fragment shader that implements both conditional/boolean diffuse and bump mapping (that is to say, you don't need a diffuse texture or a normals texture, and if they're not present, they're simply changed to default values). My current solution is to use a uniform float to say "mix amount". For example, computing the diffuse texel works as: // Compute diffuse amount scaled by vCol // If no texture is present (mDif = 0.0), then DiffuseTexel = vCol // kT[0] is the diffuse texture // vTex is the texture co-ordinates // mDif is the uniform float containing the mix amount (either 0.0 or 1.0) vec4 DiffuseTexel = vCol*mix(vec4(1.0), texture2D(kT[0], vTex), mDif); While that works great and all, I was wondering if there's a better way of doing this, as I will never have any use for in-between values for funky effects. I know that perhaps the best solution is to simply write separate shaders for mDif=0.0 and mDif=1.0, but I'd like a more elegant solution than splicing shaders before compiling or writing multiple shader files and keeping each one updated. Any ideas are greatly appreciated. =)

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  • Dojo and Separate JavaScript File

    - by Bunch
    For a project I needed to use the ArcGIS API for some mapping. To use this you need to use Dojo but in this case all it really comes down to is adding some require lines and a addOnLoad on your web page. At first everything was working great, the maps rendered and the various layers would populate as needed. Once it was working I started moving the various javascript functions into their own files to keep everything nice and neat. Then the problems started, mainly the map would not show up any more. So that was a pretty big problem. Luckily the fix was pretty simple, just move the dojo.addOnLoad line into it’s own script tag. If I had the dojo.addOnLoad in the same script block as the various require lines it would not work as expected. Works: <script type="text/javascript" language="javascript" src="javascript/test.js" />     <script type="text/javascript">       dojo.require("esri.map");       dojo.require("esri.tasks.locator");       dojo.require("esri.tasks.query");       dojo.require("esri.tasks.geometry");  </script>  <script type="text/javascript">      dojo.addOnLoad(init);  </script> Does not work: <script type="text/javascript" language="javascript" src="javascript/test.js" /> <script type="text/javascript">       dojo.require("esri.map");       dojo.require("esri.tasks.locator");       dojo.require("esri.tasks.query");       dojo.require("esri.tasks.geometry");       dojo.addOnLoad(init); </script> Technorati Tags: JavaScript,Dojo

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  • Tools for game script / storyboard

    - by Pietro Polsinelli
    I am searching for a tool that will help in writing a game script. By "script" I mean the text core of a storyboard - without the drawing drafts, which may or may not be there (yet). What I'm thinking of will let write a piece of text of the script, define a simplified workflow from that step, and then define the text of next steps, and so on. Searching online, I found Inform http://inform7.com/ ("A Design System for Interactive Fiction Based on Natural Language") which in theory is exactly what I am searching for, but trying to use it it has this model of a space (a dungeon, a library) where you are picking up objects and exploring them. In my case I am designing more a Sims like game, the flow is entirely different. Considering non specific software, mind mapping tools miss the linearity of the process. What I am writing is a directed graph - simply a work-flow, but the way I want to design it is more text based than work-flow based. SO what I'm doing now is using a text editor, which I'll transform directly in code. Any suggestions?

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  • Player & Level class structure in 2D python console game?

    - by Markus Meskanen
    I'm trying to create a 2D console game, where I have a player who can freely move around in a level (~map, but map is a reserved keyword) and interfere with other objects. Levels construct out of multiple Blocks, such as player(s), rocks, etc. Here's the Block class: class Block(object): def __init__(self, x=0, y=0, char=' ', solid=False): self.x = x self.y = y self.char = char self.solid = solid As you see, each block has a position (x, y) and a character to represent the block when it's printed. Each block also has a solid attribute, defining whether it can overlap with other solids or not. (Two solid blocks cannot overlap) I've now created few subclasses from Block (Rock might be useless for now) class Rock(Block): def __init__(self, x=0, y=0): super(Rock, self).__init__(x, y, 'x', True) class Player(Block): def __init__(self, x=0, y=0): super(Player, self).__init__(x, y, 'i', True) def move_left(self, x=1): ... # How do I make sure Player wont overlap with rocks? self.x -= x And here's the Level class: class Level(object): def __init__(self, name='', blocks=None): self.name = name self.blocks = blocks or [] Only way I can think of is to store a Player instance into Level's attributes (self.player=Player(), or so) and then give Level a method: def player_move_left(self): for block in self.blocks: if block.x == self.player.x - 1 and block.solid: return False But this doesn't really make any sense, why have a Player class if it can't even be moved without Level? Imo. player should be moved by a method inside Player. Am I wrong at something here, if not, how could I implement such behavior?

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  • Graphics hardware warning when updating to 14.04

    - by pacomet
    As I use Ubuntu at work I just update only LTS versions but now I'm not sure if I can/should. As my computer is now ten years old I would change if was mine but as it is owned by my employer I have to work with it. It's not a bad one, it runs fine (this was not true when still had Windows on it ;-). When updating to 14.04, it warns about possible bad/slow performance with Unity 3D so I stop updating as I am at work, not my own computer. As I understand from http://askubuntu.com/a/438958/25305 Nvidia Geforce FX 5500 graphics card is still supported in 14.04. Now, in 12.04, I have driver version 173 and unity 2d runs fine for me. output of /usr/lib/nux/unity_support_test -p OpenGL vendor string: NVIDIA Corporation OpenGL renderer string: GeForce FX 5500/AGP/SSE2 OpenGL version string: 2.1.2 NVIDIA 173.14.39 Not software rendered: yes Not blacklisted: no GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: no Should I update? Is it better to stay with 12.04? Thanks

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