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  • Software Architecture Analysis Method (SAAM)

    Software Architecture Analysis Method (SAAM) is a methodology used to determine how specific application quality attributes were achieved and how possible changes in the future will affect quality attributes based on hypothetical cases studies. Common quality attributes that can be utilized by this methodology include modifiability, robustness, portability, and extensibility. Quality Attribute: Application Modifiability The Modifiability quality attribute refers to how easy it changing the system in the future will be. This to me is a very open-ended attribute because a business could decide to transform a Point of Sale (POS) system in to a Lead Tracking system overnight. (Yes, this did actually happen to me) In order for SAAM to be properly applied for checking this attribute specific hypothetical case studies need to be created and review for the modifiability attribute due to the fact that various scenarios would return various results based on the amount of changes. In the case of the POS change out a payment gateway or adding an additional payment would have scored very high in comparison to changing the system over to a lead management system. I personally would evaluate this quality attribute based on the S.O.I.L.D Principles of software design. I have found from my experience the use of S.O.I.L.D in software design allows for the adoption of changes within a system. Quality Attribute: Application Robustness The Robustness quality attribute refers to how an application handles the unexpected. The unexpected can be defined but is not limited to anything not anticipated in the originating design of the system. For example: Bad Data, Limited to no network connectivity, invalid permissions, or any unexpected application exceptions. I would personally evaluate this quality attribute based on how the system handled the exceptions. Robustness Considerations Did the system stop or did it handle the unexpected error? Did the system log the unexpected error for future debugging? What message did the user receive about the error? Quality Attribute: Application Portability The Portability quality attribute refers to the ease of porting an application to run in a new operating system or device. For example, It is much easier to alter an ASP.net website to be accessible by a PC, Mac, IPhone, Android Phone, Mini PC, or Table in comparison to desktop application written in VB.net because a lot more work would be involved to get the desktop app to the point where it would be viable to port the application over to the various environments and devices. I would personally evaluate this quality attribute based on each new environment for which the hypothetical case study identifies. I would pay particular attention to the following items. Portability Considerations Hardware Dependencies Operating System Dependencies Data Source Dependencies Network Dependencies and Availabilities  Quality Attribute: Application Extensibility The Extensibility quality attribute refers to the ease of adding new features to an existing application without impacting existing functionality. I would personally evaluate this quality attribute based on each new environment for the following Extensibility  Considerations Hard coded Variables versus Configurable variables Application Documentation (External Documents and Codebase Documentation.) The use of Solid Design Principles

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  • Moms on Mobile: Are They Way Ahead of You?

    - by Mike Stiles
    You may have no idea how much and how fast moms are embracing mobile. Of all the demographics that can be targeted by marketers, moms have always been at or near the top of the list. And why not? They’re running households, they’re all over town, they’re making buying decisions, and they’re influencing family and friends. They, out of necessity, become masters of efficiency and time management. So when a technology tool, like mobile, comes along that assists with that efficiency and time management, we would obviously expect them to take advantage of it. So if it’s obvious, why are so many big, sophisticated brands left choking on the dust of moms who have zoomed past them in the adoption of mobile, and social on mobile? Let’s break down some hard truths as presented by a Mojiava report: -Moms spend 6.1 hours per day on average on their smartphones – more than magazines, TV or radio. -46% took action after seeing a mobile ad. -51% self-identify as “addicted” to their smartphone. -Households with an income of $25K-$50K have about the same mobile penetration among moms as those with incomes of $50K-$75K. So mobile is regarded as a necessity for middle-class moms. -Even moms without smartphones spend 2.5 hours on average per day on some connected mobile device. -Of moms with such devices, 9.8% have an iPad, 9.5% a Kindle and 5.7% an iPod Touch. -Of tablet-owning moms, 97% bought something using their tablet in the last month. -31% spend over 10 hours per week on their tablet, but less than 2 hours per week on their PCs. -62% of connected moms use shopping apps. -46% want to get info on their mobile while in a store. -Half of connected moms use social on their mobile. And they’re engaged. 81% are brand fans, 86% post updates, and 84% comment. If women and moms are one of your primary targets and you find yourself with no strong social channels where content is driving engagement and relationship-building, with sites not optimized for mobile, or with no tablet or smartphone apps, you have been solidly left behind by your customers and prospects. And their adoption of mobile and social on mobile is only exponentially speeding up, not slowing down. How much sense does it make when your customer is ready to act on your mobile ad, wants to user your iPad app to buy something from you, wants to be your fan on Facebook, wants to get messages and deals from you while they’re in your store…but you’re completely absent? I’ll help you cheat on the test by giving you the answer…no sense at all. Catch up to momma.

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  • How do you make a bullet ricochet off a vertical wall?

    - by Bagofsheep
    First things first. I am using C# with XNA. My game is top-down and the player can shoot bullets. I've managed to get the bullets to ricochet correctly off horizontal walls. Yet, despite using similar methods (e.g. http://stackoverflow.com/questions/3203952/mirroring-an-angle) and reading other answered questions about this subject I have not been able to get the bullets to ricochet off a vertical wall correctly. Any method I've tried has failed and sometimes made ricocheting off a horizontal wall buggy. Here is the collision code that calls the ricochet method: //Loop through returned tile rectangles from quad tree to test for wall collision. If a collision occurs perform collision logic. for (int r = 0; r < returnObjects.Count; r++) if (Bullets[i].BoundingRectangle.Intersects(returnObjects[r])) Bullets[i].doCollision(returnObjects[r]); Now here is the code for the doCollision method. public void doCollision(Rectangle surface) { if (Ricochet) doRicochet(surface); else Trash = true; } Finally, here is the code for the doRicochet method. public void doRicochet(Rectangle surface) { if (Position.X > surface.Left && Position.X < surface.Right) { //Mirror the bullet's angle. Rotation = -1 * Rotation; //Moves the bullet in the direction of its rotation by given amount. moveFaceDirection(Sprite.Width * BulletScale.X); } else if (Position.Y > surface.Top && Position.Y < surface.Bottom) { } } Since I am only dealing with vertical and horizontal walls at the moment, the if statements simply determine if the object is colliding from the right or left, or from the top or bottom. If the object's X position is within the boundaries of the tile's X boundaries (left and right sides), it must be colliding from the top, and vice verse. As you can see, the else if statement is empty and is where the correct code needs to go.

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  • Setting uniform value of a vertex shader for different sprites in a SpriteBatch

    - by midasmax
    I'm using libGDX and currently have a simple shader that does a passthrough, except for randomly shifting the vertex positions. This shift is a vec2 uniform that I set within my code's render() loop. It's declared in my vertex shader as uniform vec2 u_random. I have two different kind of Sprites -- let's called them SpriteA and SpriteB. Both are drawn within the same SpriteBatch's begin()/end() calls. Prior to drawing each sprite in my scene, I check the type of the sprite. If sprite instance of SpriteA: I set the uniform u_random value to Vector2.Zero, meaning that I don't want any vertex changes for it. If sprite instance of SpriteB, I set the uniform u_random to Vector2(MathUtils.random(), MathUtils.random(). The expected behavior was that all the SpriteA objects in my scene won't experience any jittering, while all SpriteB objects would be jittering about their positions. However, what I'm experiencing is that both SpriteA and SpriteB are jittering, leading me to believe that the u_random uniform is not actually being set per Sprite, and being applied to all sprites. What is the reason for this? And how can I fix this such that the vertex shader correctly accepts the uniform value set to affect each sprite individually? passthrough.vsh attribute vec4 a_color; attribute vec3 a_position; attribute vec2 a_texCoord0; uniform mat4 u_projTrans; uniform vec2 u_random; varying vec4 v_color; varying vec2 v_texCoord; void main() { v_color = a_color; v_texCoord = a_texCoord0; vec3 temp_position = vec3( a_position.x + u_random.x, a_position.y + u_random.y, a_position.z); gl_Position = u_projTrans * vec4(temp_position, 1.0); } Java Code this.batch.begin(); this.batch.setShader(shader); for (Sprite sprite : sprites) { Vector2 v = Vector2.Zero; if (sprite instanceof SpriteB) { v.x = MathUtils.random(-1, 1); v.y = MathUtils.random(-1, 1); } shader.setUniformf("u_random", v); sprite.draw(this.batch); } this.batch.end();

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  • Why are my scene's depth values not being written to my DepthStencilView?

    - by dotminic
    I'm rendering to a depth map in order to use it as a shader resource view, but when I sample the depth map in my shader, the red component has a value of 1 while all other channels have a value of 0. The Texture2D I use to create the DepthStencilView is bound with the D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE flags, the DepthStencilView has the DXGI_FORMAT_D32_FLOAT format, and the ShaderResourceView's format is D3D11_SRV_DIMENSION_TEXTURE2D. I'm setting the depth map render target, then i'm drawing my scene, and once that is done, I'm the back buffer render target and depth stencil are set on the output merger, and I'm using the depth map shader resource view as a texture in my shader, but the depth value in the red channel is constantly 1. I'm not getting any runtime errors from D3D, and no compile time warning or anything. I'm not sure what I'm missing here at all. I have the impression the depth value is always being set to 1. I have not set any depth/stencil states, and AFAICT depth writing is enabled by default. The geometry is being rendered correctly so I'm pretty sure depth writing is enabled. The device is created with the appropriate debug flags; #if defined(DEBUG) || defined(_DEBUG) deviceFlags |= D3D11_CREATE_DEVICE_DEBUG | D3D11_RLDO_DETAIL; #endif This is how I create my depth map. I've omitted error checking for the sake of brevity D3D11_TEXTURE2D_DESC td; td.Width = width; td.Height = height; td.MipLevels = 1; td.ArraySize = 1; td.Format = DXGI_FORMAT_R32_TYPELESS; td.SampleDesc.Count = 1; td.SampleDesc.Quality = 0; td.Usage = D3D11_USAGE_DEFAULT; td.BindFlags = D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE; td.CPUAccessFlags = 0; td.MiscFlags = 0; _device->CreateTexture2D(&texDesc, 0, &this->_depthMap); D3D11_DEPTH_STENCIL_VIEW_DESC dsvd; ZeroMemory(&dsvd, sizeof(dsvd)); dsvd.Format = DXGI_FORMAT_D32_FLOAT; dsvd.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D; dsvd.Texture2D.MipSlice = 0; _device->CreateDepthStencilView(this->_depthMap, &dsvd, &this->_dmapDSV); D3D11_SHADER_RESOURCE_VIEW_DESC srvd; srvd.Format = DXGI_FORMAT_R32_FLOAT; srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; srvd.Texture2D.MipLevels = texDesc.MipLevels; srvd.Texture2D.MostDetailedMip = 0; _device->CreateShaderResourceView(this->_depthMap, &srvd, &this->_dmapSRV);

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  • After startup, display reverts to one desktop duplicated on both screens

    - by Skilldrick
    I have a Samsung R530 laptop. I'm actually running Linux Mint, which is based on Ubuntu (which is why I thought it would be OK to post this here). I'm now getting exactly the same problem on Ubuntu 10.10. I've got it setup with a secondary LCD monitor, and I've changed the display settings so the laptop screen and monitor are at optimal resolution, with the desktop shared between them. After startup though (typically around 10-30 seconds) the display reverts to 1024 x 768 on both screens, and the display is duplicated (i.e. both screens show the same thing). I think this is something to do with my video card, as I had the same problem when I was running Arch Linux. Any ideas? Edit: 00:00.0 Host bridge: Intel Corporation Mobile 4 Series Chipset Memory Controller Hub (rev 09) 00:02.0 VGA compatible controller: Intel Corporation Mobile 4 Series Chipset Integrated Graphics Controller (rev 09) 00:02.1 Display controller: Intel Corporation Mobile 4 Series Chipset Integrated Graphics Controller (rev 09) 00:1a.0 USB Controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #4 (rev 03) 00:1a.1 USB Controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #5 (rev 03) 00:1a.2 USB Controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #6 (rev 03) 00:1a.7 USB Controller: Intel Corporation 82801I (ICH9 Family) USB2 EHCI Controller #2 (rev 03) 00:1b.0 Audio device: Intel Corporation 82801I (ICH9 Family) HD Audio Controller (rev 03) 00:1c.0 PCI bridge: Intel Corporation 82801I (ICH9 Family) PCI Express Port 1 (rev 03) 00:1c.3 PCI bridge: Intel Corporation 82801I (ICH9 Family) PCI Express Port 4 (rev 03) 00:1d.0 USB Controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #1 (rev 03) 00:1d.1 USB Controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #2 (rev 03) 00:1d.2 USB Controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #3 (rev 03) 00:1d.7 USB Controller: Intel Corporation 82801I (ICH9 Family) USB2 EHCI Controller #1 (rev 03) 00:1e.0 PCI bridge: Intel Corporation 82801 Mobile PCI Bridge (rev 93) 00:1f.0 ISA bridge: Intel Corporation ICH9M LPC Interface Controller (rev 03) 00:1f.2 SATA controller: Intel Corporation ICH9M/M-E SATA AHCI Controller (rev 03) 00:1f.3 SMBus: Intel Corporation 82801I (ICH9 Family) SMBus Controller (rev 03) 02:00.0 Network controller: Atheros Communications Inc. AR9285 Wireless Network Adapter (PCI-Express) (rev 01) 04:00.0 Ethernet controller: Marvell Technology Group Ltd. 88E8040 PCI-E Fast Ethernet Controller It seems it's Intel, not Nvidia. I have a current work around, which is to have a launcher to a script containing xrandr --output LVDS1 --mode 1366x768 --output HDMI1 --mode 1280x1024 --left-of LVDS1 on my desktop, and to run it after the displays revert, but it's not ideal.

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  • How can I cleanly and elegantly handle data and dependancies between classes

    - by Neophyte
    I'm working on 2d topdown game in SFML 2, and need to find an elegant way in which everything will work and fit together. Allow me to explain. I have a number of classes that inherit from an abstract base that provides a draw method and an update method to all the classes. In the game loop, I call update and then draw on each class, I imagine this is a pretty common approach. I have classes for tiles, collisions, the player and a resource manager that contains all the tiles/images/textures. Due to the way input works in SFML I decided to have each class handle input (if required) in its update call. Up until now I have been passing in dependencies as needed, for example, in the player class when a movement key is pressed, I call a method on the collision class to check if the position the player wants to move to will be a collision, and only move the player if there is no collision. This works fine for the most part, but I believe it can be done better, I'm just not sure how. I now have more complex things I need to implement, eg: a player is able to walk up to an object on the ground, press a key to pick it up/loot it and it will then show up in inventory. This means that a few things need to happen: Check if the player is in range of a lootable item on keypress, else do not proceed. Find the item. Update the sprite texture on the item from its default texture to a "looted" texture. Update the collision for the item: it might have changed shape or been removed completely. Inventory needs to be updated with the added item. How do I make everything communicate? With my current system I will end up with my classes going out of scope, and method calls to each other all over the place. I could tie up all the classes in one big manager and give each one a reference to the parent manager class, but this seems only slightly better. Any help/advice would be greatly appreciated! If anything is unclear, I'm happy to expand on things.

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  • kubuntu: wireless manager can't find any networks

    - by timuçin
    I just installed Kubuntu 12.10 and as I knew my wireless driver would not be recognized, I installed it manually through here. I suppose I shall mention that I also had to do this. The driver worked just fine until I restarted my system. Since then I can't even start over. My wireless card is realtek 8723 The oly lead I have is this piece of log: 11/14/12 07:35:21 AM timucin-W150ER NetworkManager[989] <info> wpa_supplicant started 11/14/12 07:35:21 AM timucin-W150ER NetworkManager[989] <info> (wlan0) supports 4 scan SSIDs 11/14/12 07:35:21 AM timucin-W150ER NetworkManager[989] <info> (wlan0): supplicant interface state: starting -> ready 11/14/12 07:35:21 AM timucin-W150ER NetworkManager[989] <info> (wlan0): device state change: unavailable -> disconnected (reason 'supplicant-available') [20 30 42] 11/14/12 07:35:21 AM timucin-W150ER NetworkManager[989] <warn> Trying to remove a non-existant call id. 11/14/12 07:35:21 AM timucin-W150ER NetworkManager[989] <info> (wlan0): supplicant interface state: ready -> inactive 11/14/12 07:35:21 AM timucin-W150ER NetworkManager[989] <info> (wlan0) supports 4 scan SSIDs I feel really bad that I have been trying so many things and even while I am trying them I get a problem at every step. I am really frustrated. You can the time in the logs, I didn't get up early. Just needed to share my feelings. Even the ethernet cable I have use is short for God's sake, I have had to sit at this massively uncomfortable posture for hours. edit: I discovered something interesting. When I boot my windows I see that my wireless manager says "disconnected" now. However when I start ubuntu after windows and modprobe rtl8723e wireless works just fine. Then again, when I restart ubuntu I am back where I have started. So now I have to start windows, restart my machine and do the modprobe thing to see wireless networks.

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  • Separating logic and data in browser game

    - by Tesserex
    I've been thinking this over for days and I'm still not sure what to do. I'm trying to refactor a combat system in PHP (...sorry.) Here's what exists so far: There are two (so far) types of entities that can participate in combat. Let's just call them players and NPCs. Their data is already written pretty well. When involved in combat, these entities are wrapped with another object in the DB called a Combatant, which gives them information about the particular fight. They can be involved in multiple combats at once. I'm trying to write the logic engine for combat by having combatants injected into it. I want to be able to mock everything for testing. In order to separate logic and data, I want to have two interfaces / base classes, one being ICombatantData and the other ICombatantLogic. The two implementers of data will be one for the real objects stored in the database, and the other for my mock objects. I'm now running into uncertainties with designing the logic side of things. I can have one implementer for each of players and NPCs, but then I have an issue. A combatant needs to be able to return the entity that it wraps. Should this getter method be part of logic or data? I feel strongly that it should be in data, because the logic part is used for executing combat, and won't be available if someone is just looking up information about an upcoming fight. But the data classes only separate mock from DB, not player from NPC. If I try having two child classes of the DB data implementer, one for each entity type, then how do I architect that while keeping my mocks in the loop? Do I need some third interface like IEntityProvider that I inject into the data classes? Also with some of the ideas I've been considering, I feel like I'll have to put checks in place to make sure you don't mismatch things, like making the logic for an NPC accidentally wrap the data for a player. Does that make any sense? Is that a situation that would even be possible if the architecture is correct, or would the right design prohibit that completely so I don't need to check for it? If someone could help me just layout a class diagram or something for this it would help me a lot. Thanks. edit Also useful to note, the mock data class doesn't really need the Entity, since I'll just be specifying all the parameters like combat stats directly instead. So maybe that will affect the correct design.

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  • How to avoid oscillation by async event based systems?

    - by inf3rno
    Imagine a system where there are data sources which need to be kept in sync. A simple example is model - view data binding by MVC. Now I intend to describe these kind of systems with data sources and hubs. Data sources are publishing and subscribing for events and hubs are relaying events to data sources. By handling an event a data source will change it state described in the event. By publishing an event the data source puts its current state to the event, so other data sources can use that information to change their state accordingly. The only problem with this system, that events can be reflected from the hub or from the other data sources, and that can put the system into an infinite oscillation (by async or infinite loop by sync). For example A -- data source B -- data source H -- hub A -> H -> A -- reflection from the hub A -> H -> B -> H -> A -- reflection from another data source By sync it is relatively easy to solve this issue. You can compare the current state with the event, and if they are equal, you don't change the state and raise the same event again. By async I could not find a solution yet. The state comparison does not work by async event handling because there is eventual consistency, and new events can be published in an inconsistent state causing the same oscillation. For example: A(*->x) -> H -> B(y->x) -- can go parallel with B(*->y) -> H -> A(x->y) -- so first A changes to x state while B changes to y state -- then B changes to x state while A changes to y state -- and so on for eternity... What do you think is there an algorithm to solve this problem? If there is a solution, is it possible to extend it to prevent oscillation caused by multiple hubs, multiple different events, etc... ? update: I don't think I can make this work without a lot of effort. I think this problem is just the same as we have by syncing multiple databases in a distributed system. So I think what I really need is constraints if I want to prevent this problem in an automatic way. What constraints do you suggest?

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  • Yet another frustum culling question

    - by Christian Frantz
    This one is kinda specific. If I'm to implement frustum culling in my game, that means each one of my cubes would need a bounding sphere. My first question is can I make the sphere so close to the edge of the cube that its still easily clickable for destroying and building? Frustum culling is easily done in XNA as I've recently learned, I just need to figure out where to place the code for the culling. I'm guessing in my method that draws all my cubes but I could be wrong. My camera class currently implements a bounding frustum which is in the update method like so frustum.Matrix = (view * proj); Simple enough, as I can call that when I have a camera object in my class. This works for now, as I only have a camera in my main game class. The problem comes when I decide to move my camera to my player class, but I can worry about that later. ContainmentType CurrentContainmentType = ContainmentType.Disjoint; CurrentContainmentType = CamerasFrustrum.Contains(cubes.CollisionSphere); Can it really be as easy as adding those two lines to my foreach loop in my draw method? Or am I missing something bigger here? UPDATE: I have added the lines to my draw methods and it works great!! So great infact that just moving a little bit removes the whole map. Many factors could of caused this, so I'll try to break it down. cubeBoundingSphere = new BoundingSphere(cubePosition, 0.5f); This is in my cube constructor. cubePosition is stored in an array, The vertices that define my cube are factors of 1 ie: (1,0,1) so the radius should be .5. I least I think it should. The spheres are created every time a cube is created of course. ContainmentType CurrentContainmentType = ContainmentType.Disjoint; foreach (Cube block in cube.cubes) { CurrentContainmentType = cam.frustum.Contains(cube.cubeBoundingSphere); ///more code here if (CurrentContainmentType != ContainmentType.Disjoint) { cube.Draw(effect); } Within my draw method. Now I know this works because the map disappears, its just working wrong. Any idea on what I'm doing wrong?

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  • PASS: FY10 Actuals Posted

    - by Bill Graziano
    Earlier this year we published preliminary fiscal year 2010 financials to the Governance page on the PASS web site.  Please remember that FY10 runs from July 1st, 2009 through June 30th, 2010 and includes the November 2009 Summit.  We do our fiscal year this way so that the Summit falls earlier in the fiscal year.  The financials we had posted were P&L numbers at the portfolio level.  Prior to this we had posted our detailed budget but only posted the auditors report at the end of each year.  Today we updated our published financials to include: Pre-audit actuals from FY10 at the same level as our budget.  The document has both actuals and budget for FY10 side by side.  This is over 20 pages of detailed financial information covering hundreds of line-items. A letter describing key differences between our budget and actuals.  I walked through each line item where the difference was greater than $25,000 and explained what happened and why. We updated the financial graph going back to 2003 to include FY10. This update should “close the loop” on our financials.  You can now start with the published budget and compare it to the finished financials at the same level of detail.  We also plan to publish the auditor’s report when that is completed -- as we do every year. Overall I’m very happy with how FY10 turned out.  Keep in mind that this was the November 2009 Summit so we were still facing economic challenges.  With all that we were roughly break-even showing a $15,000 profit on $3.9 million of revenue.  I didn’t find anything shocking in reviewing our actual vs. budget but there were a few things that needed explanation.  You can see those in the letter on the governance page. Please keep in mind that these are the actuals from our operating financials.  The auditor may have us make adjustments for depreciation or other financial transactions.  We may also account for certain transactions differently for tax purposes than we do for financial reporting purposes.  I feel these financial statements give you the clearest picture of how our organization spends its money. We were late publishing these this year.  We were working through some tax issues and that delayed our ability to file our final tax forms which delayed this process.  In hindsight I should have published these documents as soon as we had them and not waited for the tax issues.  We’ll do this better in the future. And on a final note, you don’t need to login to view these documents.  If you have any questions you can post them here.  If we get more than a few questions we may see about creating some forums for financial issues on the PASS web site.

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  • Ubuntu 12.4.1 failing in vm both Vbox and Vmware on new HP Envy 4t-1000

    - by Chas
    Brand new to Linux, getting frustrated trying to get an environment up with Ubuntu. My primary goal is to learn Linux and Apache/PHP development. I need to keep my Windows OS as main on my machine for work, so i'm trying to virtualize Ubuntu 12.4.1 without luck (many attempts). I have a new HP Envy 4t-1000 with 16gb ram, and 32 gb ssd caching with 500gb spindle hard drive. Graphics card is an Intel HD 3000 with AMD Radeon 7670M. With installing Ubuntu desktop in VBox, I'm getting this result: https://forums.virtualbox.org/viewtopic.php?f=6&t=51939 With VMware workstation 7 (patched), I complete the install of Ubuntu, it reboots, purple desktop briefly flashes then it drops to command line. I bought a beginning Ubuntu book, and it recommends trying to manually configure graphics if this happens. So I tried doing a safe boot holding shift - I get to the first screen (GRUB) loads fine, and I choose recovery mode. After choosing the recovery mode, I get the recovery mode options, and can arrow down to what the book suggests 'Run in fail safe graphic mode.' Once I select this option, I get a black screen with a large white dialogue box, at the top it says "The system is running in low-graphics mode. Your screen, graphics card, and input device settings could not be detected correctly. You will need to configure these yourself." Then there is an ok button way down at the bottom. When I select 'ok' I get a menu for a few options, book recommended 'reconfigure graphics.' When I try this, I get a menu of two options: 1) "Use generic (default) configuration or 2) use backup. I've tried both options several times, hitting ok just refreshes screen and nothing more. Rebooting at this point just goes back to command line as before. I don't know what to do at this point, I've spent too many hours this weekend trying in both VBox and VMware to get Ubuntu going. Isn't there like a very basic graphic display or something I can use to at least get into the desktop? I explored the GRUB some more, and tried to look at the startup and xserver logs - both are blank. No help there I guess? When I try to choose 'Edit the configuration file, then 'ok' screen just refreshes on same menu options, nothing happens. thx for any advice. I really need to focus on learning Linux, Apache and PHP, so perhaps Ubuntu just won't work on my hardware? Any other suggestions? I will need to virtualize - THANKS for any help/advice.

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  • Checking timeouts made more readable

    - by Markus
    I have several situations where I need to control timeouts in a technical application. Either in a loop or as a simple check. Of course – handling this is really easy, but none of these is looking cute. To clarify, here is some C# (Pseudo) code: private DateTime girlWentIntoBathroom; girlWentIntoBathroom = DateTime.Now; do { // do something } while (girlWentIntoBathroom.AddSeconds(10) > DateTime.Now); or if (girlWentIntoBathroom.AddSeconds(10) > DateTime.Now) MessageBox.Show("Wait a little longer"); else MessageBox.Show("Knock louder"); Now I was inspired by something a saw in Ruby on StackOverflow: Now I’m wondering if this construct can be made more readable using extension methods. My goal is something that can be read like “If girlWentIntoBathroom is more than 10 seconds ago” 1st attempt if (girlWentIntoBathroom > (10).Seconds().Ago()) MessageBox.Show("Wait a little longer"); else MessageBox.Show("Knock louder"); So I wrote an extension for integer that converts the integer into a TimeSpan public static TimeSpan Seconds(this int amount) { return new TimeSpan(0, 0, amount); } After that, I wrote an extension for TimeSpan like this: public static DateTime Ago(this TimeSpan diff) { return DateTime.Now.Add(-diff); } This works fine so far, but has a great disadvantage. The logic is inverted! Since girlWentIntoBathroom is a timestamp in the past, the right side of the equation needs to count backwards: impossible. Just inverting the equation is no solution, because it will invert the read sentence as well. 2nd attempt So I tried something new: if (girlWentIntoBathroom.IsMoreThan(10).SecondsAgo()) MessageBox.Show("Knock louder"); else MessageBox.Show("Wait a little longer"); IsMoreThan() needs to transport the past timestamp as well as the span for the extension SecondsAgo(). It could be: public static DateWithIntegerSpan IsMoreThan(this DateTime baseTime, int span) { return new DateWithIntegerSpan() { Date = baseTime, Span = span }; } Where DateWithIntegerSpan is simply: public class DateWithIntegerSpan { public DateTime Date {get; set;} public int Span { get; set; } } And SecondsAgo() is public static bool SecondsAgo(this DateWithIntegerSpan dateAndSpan) { return dateAndSpan.Date.Add(new TimeSpan(0, 0, dateAndSpan.Span)) < DateTime.Now; } Using this approach, the English sentence matches the expected behavior. But the disadvantage is, that I need a helping class (DateWithIntegerSpan). Has anyone an idea to make checking timeouts look more cute and closer to a readable sentence? Am I a little too insane thinking about something minor like this?

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  • Collision disturbing the jumping mechanic in java 2D game [on hold]

    - by user50931
    So I have been working on a 2D Java game recently and everything was going smoothly, until I reached a problem to do with the players jumping mechanic. So far I've got the player to jump a fixed rate and fall due to gravity. Hers my code for my Player class. public class Player extends GameObject { public Player(int x, int y, int width, int height, ObjectId id) { super(x, y, width, height, id); } @Override public void tick(ArrayList<GameObject> object) { if(go){ x+=vx; y+=vy; } if(vx <0){ facing =-1; }else if(vx >0) facing =1; checkCollision(object); checkStance(); } private void checkStance() { if(falling){ //gravity jumping = false; vy = speed/2; } if(jumping){ // Calculates how high jump should be vy = -speed*2; if(jumpY - y >= maxJumpHeight) falling =true; } } private void checkCollision(ArrayList<GameObject> object) { for(int i=0; i< object.size(); i++ ){ GameObject tempObject = object.get(i); if(tempObject.getId() == ObjectId.Ledge){ if(getBoundsTop().intersects(tempObject.getBoundsAll())){ //Top y = tempObject.getY() + tempObject.getBoundsAll().height; falling =true; } if(getBoundsRight().intersects(tempObject.getBoundsAll())){ // Right x = tempObject.getX() -width ; } if(getBoundsLeft().intersects(tempObject.getBoundsAll())){ //Left x = tempObject.getX() + tempObject.getWidth(); } if(getBoundsBottom().intersects(tempObject.getBoundsAll())){ //Bottom y = tempObject.getY() - height; falling =false; vy=0; }else{ falling =true; } } } } @Override public void render(Graphics g) { g.setColor(Color.BLACK); g.fillRect((int)x, (int)y, width, height); } @Override public Rectangle getBoundsAll() { return new Rectangle((int)x, (int)y,width,height); } public Rectangle getBoundsTop() { return new Rectangle((int) x , (int)y ,width,height/15); } public Rectangle getBoundsBottom() { return new Rectangle( (int)x , (int) y +height -(height /15),width,height/15); } public Rectangle getBoundsLeft() { return new Rectangle( (int) x , (int) y + height /10 ,width/8,height - (height /5)); } public Rectangle getBoundsRight() { return new Rectangle((int) x + width - (width/8) ,(int) y + height /10 ,width/8,height - height/5); } } My problem is when I add: else{ falling =true; } during the loop of the ArrayList to check collision, it stops the player from jumping and keeps him on the ground. I've tried to find a way around this but haven't had any luck. Any suggestions?

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  • rotating spheres

    - by Dave
    I want to continuously rotate 2 spheres, however the rotation does not seem to work. Here is my code: float angle = 0.0f; void light(){ glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_LIGHT1); // Create light components GLfloat positionlight1[] = { 9.0, 5.0, 1.0, 0.0 }; GLfloat positionlight2[] = {0.2,2.5,1.3,0.0}; GLfloat light_ambient1[] = { 0.0, 0.0, 1.0, 1.0}; GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 }; glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient1); glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse); glLightfv(GL_LIGHT0, GL_POSITION, positionlight1); glLightfv(GL_LIGHT1, GL_POSITION, positionlight2); } void changeSize(int w, int h) { if (h==0) // Prevent A Divide By Zero By { h=1; // Making Height Equal One } glMatrixMode(GL_PROJECTION); // Select The Projection Matrix glLoadIdentity(); // Reset The Projection Matrix glViewport(0,0,w,h);// Reset The Current Viewport // Calculate The Aspect Ratio Of The Window gluPerspective(45.0f,(GLfloat)w/(GLfloat)h,0.1f,100.0f); glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix // Reset The Modelview Matrix } void renderScene(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix(); //set where to start the current object glTranslatef(0.0,1.2,-6); glRotatef(angle,0,1.2,-6); glutSolidSphere(1,50,50); glPopMatrix(); //end the current object transformations glPushMatrix(); //set where to start the current object glTranslatef(0.0,-2,-6); glRotatef(angle,0,-2,-6); glutSolidSphere(0.5,50,50); glPopMatrix(); //end the current object transformations angle=+0.1; glutSwapBuffers(); } int main(int argc, char **argv) { // init GLUT and create window glutInit(&argc, argv); glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA); glutInitWindowPosition(100,100); glutInitWindowSize(500,500); glutCreateWindow("Hello World"); // register callbacks light(); glutDisplayFunc(renderScene); glutReshapeFunc(changeSize); glutIdleFunc(renderScene); // enter GLUT event processing loop glutMainLoop(); return 1; } Graphicstest::Graphicstest(void) { } In the renderscene where i draw,translate and rotate my 2 spheres. It does not seem to rotate the spheres continuously. What am i doing wrong?

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  • android multitouch problem

    - by Max
    Im aware that there a a couple of posts on this matter, but Ive tried all of them and none of them gets rid of my problem. Im starting to get close to the end of my game so I bought a cabel to try it on a real phone, and as I expected my multitouch dosnt work. I use 2 joysticks, one to move my character and one to change his direction so he can shoot while walking backwards etc. my local variable: public void update(MotionEvent event) { if (event == null && lastEvent == null) { return; } else if (event == null && lastEvent != null) { event = lastEvent; } else { lastEvent = event; } int index = event.getActionIndex(); int pointerId = event.getPointerId(index); statement for left Joystick: if (pointerId == 0 && event.getAction() == MotionEvent.ACTION_DOWN && (int) event.getX() > steeringxMesh - 50 && (int) event.getX() < steeringxMesh + 50 && (int) event.getY() > yMesh - 50 && (int) event.getY() < yMesh + 50) { dragging = true; } else if (event.getAction() == MotionEvent.ACTION_UP) { dragging = false; } if (dragging) { //code for moving my character statement for my right joystick: if (pointerId == 1 && event.getAction() == MotionEvent.ACTION_DOWN && (int) event.getX() > shootingxMesh - 50 && (int) event.getX() < shootingxMesh + 50 && (int) event.getY() > yMesh - 50 && (int) event.getY() < yMesh + 50) { shooting = true; } else if (event.getAction() == MotionEvent.ACTION_UP) { shooting = false; } if (shooting) { // code for aiming } This class is my main-Views onTouchListener and is called in a update-method that gets called in my game-loop, so its called every frame. Im really at a loss here, I've done a couple of tutorials and Ive tried all relevant solutions to similar posts. Can post entire Class if necessary but I think this is all the relevant code. Just hope someone can make some sence out of this.

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  • 13.10 upgrade dropping wifi [on hold]

    - by Daryl
    Almost a complete newb here. After my last upgrade from 12.04 to 13.10 my wifi now randomly drops. The only way I can get a signal back is a shutdown and restart otherwise it shows no network is even available to connect to. Had no problems until the upgrade. Any help would be appreciated. H/W path Device Class Description ==================================================== system h8-1534 (H2N64AA#ABA) /0 bus 2AC8 /0/0 memory 64KiB BIOS /0/4 processor AMD FX(tm)-6200 Six-Core Processor /0/4/5 memory 288KiB L1 cache /0/4/6 memory 6MiB L2 cache /0/4/7 memory 8MiB L3 cache /0/d memory 10GiB System Memory /0/d/0 memory DIMM Synchronous [empty] /0/d/1 memory 4GiB DIMM DDR3 Synchronous 1600 MHz (0.6 ns) /0/d/2 memory 2GiB DIMM DDR3 Synchronous 1600 MHz (0.6 ns) /0/d/3 memory 4GiB DIMM DDR3 Synchronous 1600 MHz (0.6 ns) /0/100 bridge RD890 PCI to PCI bridge (external gfx0 port B) /0/100/0.2 generic RD990 I/O Memory Management Unit (IOMMU) /0/100/2 bridge RD890 PCI to PCI bridge (PCI express gpp port B) /0/100/2/0 display Turks PRO [Radeon HD 7570] /0/100/2/0.1 multimedia Turks/Whistler HDMI Audio [Radeon HD 6000 Series] /0/100/5 bridge RD890 PCI to PCI bridge (PCI express gpp port E) /0/100/5/0 bus TUSB73x0 SuperSpeed USB 3.0 xHCI Host Controller /0/100/11 storage SB7x0/SB8x0/SB9x0 SATA Controller [RAID5 mode] /0/100/12 bus SB7x0/SB8x0/SB9x0 USB OHCI0 Controller /0/100/12.2 bus SB7x0/SB8x0/SB9x0 USB EHCI Controller /0/100/13 bus SB7x0/SB8x0/SB9x0 USB OHCI0 Controller /0/100/13.2 bus SB7x0/SB8x0/SB9x0 USB EHCI Controller /0/100/14 bus SBx00 SMBus Controller /0/100/14.2 multimedia SBx00 Azalia (Intel HDA) /0/100/14.3 bridge SB7x0/SB8x0/SB9x0 LPC host controller /0/100/14.4 bridge SBx00 PCI to PCI Bridge /0/100/14.5 bus SB7x0/SB8x0/SB9x0 USB OHCI2 Controller /0/100/15 bridge SB700/SB800/SB900 PCI to PCI bridge (PCIE port 0) /0/100/15.1 bridge SB700/SB800/SB900 PCI to PCI bridge (PCIE port 1) /0/100/15.2 bridge SB900 PCI to PCI bridge (PCIE port 2) /0/100/15.2/0 wlan0 network RT3290 Wireless 802.11n 1T/1R PCIe /0/100/15.2/0.1 generic RT3290 Bluetooth /0/100/15.3 bridge SB900 PCI to PCI bridge (PCIE port 3) /0/100/15.3/0 eth0 network RTL8111/8168/8411 PCI Express Gigabit Ethernet Controller /0/100/16 bus SB7x0/SB8x0/SB9x0 USB OHCI0 Controller /0/100/16.2 bus SB7x0/SB8x0/SB9x0 USB EHCI Controller /0/101 bridge Family 15h Processor Function 0 /0/102 bridge Family 15h Processor Function 1 /0/103 bridge Family 15h Processor Function 2 /0/104 bridge Family 15h Processor Function 3 /0/105 bridge Family 15h Processor Function 4 /0/106 bridge Family 15h Processor Function 5 /0/1 scsi0 storage /0/1/0.0.0 /dev/sda disk 1TB WDC WD1002FAEX-0 /0/1/0.0.0/1 volume 189MiB Windows FAT volume /0/1/0.0.0/2 /dev/sda2 volume 244MiB data partition /0/1/0.0.0/3 /dev/sda3 volume 931GiB LVM Physical Volume /0/2 scsi2 storage /0/2/0.0.0 /dev/cdrom disk DVD A DH16ACSHR /0/3 scsi6 storage /0/3/0.0.0 /dev/sdb disk SCSI Disk /0/3/0.0.1 /dev/sdc disk SCSI Disk /0/3/0.0.2 /dev/sdd disk SCSI Disk /0/3/0.0.3 /dev/sde disk MS/MS-Pro /0/3/0.0.3/0 /dev/sde disk /1 power Standard Efficiency I apologize for my newbness. I hope this is enough info for the hardware. Thanks Bruno for pointing out I needed to add more info. If I am lacking anything else please let me know and I'll post it.

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  • Multi-threaded JOGL Problem

    - by moeabdol
    I'm writing a simple OpenGL application in Java that implements the Monte Carlo method for estimating the value of PI. The method is pretty easy. Simply, you draw a circle inside a unit square and then plot random points over the scene. Now, for each point that is inside the circle you increment the counter for in points. After determining for all the random points wither they are inside the circle or not you divide the number of in points over the total number of points you have plotted all multiplied by 4 to get an estimation of PI. It goes something like this PI = (inPoints / totalPoints) * 4. This is because mathematically the ratio of a circle's area to a square's area is PI/4, so when we multiply it by 4 we get PI. My problem doesn't lie in the algorithm itself; however, I'm having problems trying to plot the points as they are being generated instead of just plotting everything at once when the program finishes executing. I want to give the application a sense of real-time display where the user would see the points as they are being plotted. I'm a beginner at OpenGL and I'm pretty sure there is a multi-threading feature built into it. Non the less, I tried to manually create my own thread. Each worker thread plots one point at a time. Following is the psudo-code: /* this part of the code exists in display() method in MyCanvas.java which extends GLCanvas and implements GLEventListener */ // main loop for(int i = 0; i < number_of_points; i++){ RandomGenerator random = new RandomGenerator(); float x = random.nextFloat(); float y = random.nextFloat(); Thread pointThread = new Thread(new PointThread(x, y)); } gl.glFlush(); /* this part of the code exists in run() method in PointThread.java which implements Runnable */ void run(){ try{ gl.glPushMatrix(); gl.glBegin(GL2.GL_POINTS); if(pointIsIn) gl.glColor3f(1.0f, 0.0f, 0.0f); // red point else gl.glColor3f(0.0f, 0.0f, 1.0f); // blue point gl.glVertex3f(x, y, 0.0f); // coordinates gl.glEnd(); gl.glPopMatrix(); }catch(Exception e){ } } I'm not sure if my approach to solving this issue is correct. I hope you guys can help me out. Thanks.

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  • openGL textures in bitmap mode

    - by evenex_code
    For reasons detailed here I need to texture a quad using a bitmap (as in, 1 bit per pixel, not an 8-bit pixmap). Right now I have a bitmap stored in an on-device buffer, and am mounting it like so: glBindBuffer(GL_PIXEL_UNPACK_BUFFER, BFR.G[(T+1)%2]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, W, H, 0, GL_COLOR_INDEX, GL_BITMAP, 0); The OpenGL spec has this to say about glTexImage2D: "If type is GL_BITMAP, the data is considered as a string of unsigned bytes (and format must be GL_COLOR_INDEX). Each data byte is treated as eight 1-bit elements..." Judging by the spec, each bit in my buffer should correspond to a single pixel. However, the following experiments show that, for whatever reason, it doesn't work as advertised: 1) When I build my texture, I write to the buffer in 32-bit chunks. From the wording of the spec, it is reasonable to assume that writing 0x00000001 for each value would result in a texture with 1-px-wide vertical bars with 31-wide spaces between them. However, it appears blank. 2) Next, I write with 0x000000FF. By my apparently flawed understanding of the bitmap mode, I would expect that this should produce 8-wide bars with 24-wide spaces between them. Instead, it produces a white 1-px-wide bar. 3) 0x55555555 = 1010101010101010101010101010101, therefore writing this value ought to create 1-wide vertical stripes with 1 pixel spacing. However, it creates a solid gray color. 4) Using my original 8-bit pixmap in GL_BITMAP mode produces the correct animation. I have reached the conclusion that, even in GL_BITMAP mode, the texturer is still interpreting 8-bits as 1 element, despite what the spec seems to suggest. The fact that I can generate a gray color (while I was expecting that I was working in two-tone), as well as the fact that my original 8-bit pixmap generates the correct picture, support this conclusion. Questions: 1) Am I missing some kind of prerequisite call (perhaps for setting a stride length or pack alignment or something) that will signal to the texturer to treat each byte as 8-elements, as it suggests in the spec? 2) Or does it simply not work because modern hardware does not support it? (I have read that GL_BITMAP mode was deprecated in 3.3, I am however forcing a 3.0 context.) 3) Am I better off unpacking the bitmap into a pixmap using a shader? This is a far more roundabout solution than I was hoping for but I suppose there is no such thing as a free lunch.

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  • Help recovering broken OS (permissions issue)

    - by Guandalino
    (At the bottom there is an important update.) I was doing experiments in order to backup a remote account to my local system, Ubuntu 12.04 LTS. I'm not confident with duplicity and probably, due to wrong syntax, some local files have been replaced with remote files. This is just a supposition, I'm not sure this is the real cause of OS corruption. The corruption happened after experimenting with backups, so I think I did something wrong at this regard. I was aware there was a problem when I tried to access a command using sudo: $ sudo ls sudo: unable to open /etc/sudoers: Permission denied sudo: no valid sudoers sources found, quitting sudo: unable to initialize policy plugin This is how /etc/sudoers looks like: $ ls -ald /etc/sudoers -r--r----- 1 root root 788 Oct 2 18:30 /etc/sudoers At this point I tried to reboot and now this is the message I get: The system is running in low graphics mode. Your screen, graphics card and input device settings could not be detected correctly. You will need to configure these yourself. I tried to follow the wizard to configure these settings, but without luck (the system prevents me going on when I press "Next"). The thing that makes me a bit less worried is that all the data on the disk seems readable and I'm able to access them using a live cd. I run memtest and RAM seems to be OK. Do you have any idea about how to recover my system? I'm very glad to provide further information, just let me know what info could be helpful. UPDATE. The issue is about wrong permissions and this is how I discovered: I mounted the root partition of the broken OS on /mnt/broken/ (live CD) and did ls /mnt/broken/. I got a permission denied error, while I expected to have the directory listing. I had to do sudo ls /mnt/broken/ and this worked. Thus without having root permission via sudo it's impossible to access the root of broken os. The current output of ls -ld /mnt/broken/ is: drwxr-x--- 29 1000 812 4096 2012-12-08 21:58 /mnt/broken Any thoughts on how to restore the old (working) set of permissions?

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  • Threads slowing down application and not working properly

    - by Belgin
    I'm making a software renderer which does per-polygon rasterization using a floating point digital differential analyzer algorithm. My idea was to create two threads for rasterization and have them work like so: one thread draws each even scanline in a polygon and the other thread draws each odd scanline, and they both start working at the same time, but the main application waits for both of them to finish and then pauses them before continuing with other computations. As this is the first time I'm making a threaded application, I'm not sure if the following method for thread synchronization is correct: First of all, I use two global variables to control the two threads, if a global variable is set to 1, that means the thread can start working, otherwise it must not work. This is checked by the thread running an infinite loop and if it detects that the global variable has changed its value, it does its job and then sets the variable back to 0 again. The main program also uses an empty while to check when both variables become 0 after setting them to 1. Second, each thread is assigned a global structure which contains information about the triangle that is about to be rasterized. The structures are filled in by the main program before setting the global variables to 1. My dilemma is that, while this process works under some conditions, it slows down the program considerably, and also it fails to run properly when compiled for Release in Visual Studio, or when compiled with any sort of -O optimization with gcc (i.e. nothing on screen, even SEGFAULTs). The program isn't much faster by default without threads, which you can see for yourself by commenting out the #define THREADS directive, but if I apply optimizations, it becomes much faster (especially with gcc -Ofast -march=native). N.B. It might not compile with gcc because of fscanf_s calls, but you can replace those with the usual fscanf, if you wish to use gcc. Because there is a lot of code, too much for here or pastebin, I created a git repository where you can view it. My questions are: Why does adding these two threads slow down my application? Why doesn't it work when compiling for Release or with optimizations? Can I speed up the application with threads? If so, how? Thanks in advance.

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  • Java Grade Calculator program for class kepp geting the error "Exception in thread "main" java.lang.ArrayIndexOutOfBoundsException." [migrated]

    - by user2880621
    this is my first question I've posted. I've used this site to look at other questions to help with similar problems I've had. After some cursory looking I couldn't find quite the answer I was looking for so I decided to finally succumb and create an account. I am fairly new to java, only a few weeks into my first class. Anyway, my project is to create a program which takes any amount of students and their grades, and then assign them a letter grade. The catch is, however, that it is on a sort of curve and the other grades' letter are dependent on the the highest. Anything equal to or 10 points below the best grade is an a, anything 11-20 points below is a b, and so on. I am to use an array, but I get this error when ran "Exception in thread "main" java.lang.ArrayIndexOutOfBoundsException." I will go ahead and post my code down below. Thanks for any advice you may be able to give. package grade.calculator; import java.util.Scanner; /** * * @author nichol57 */ public class GradeCalculator { /** * @param args the command line arguments */ public static void main(String[] args) { Scanner input = new Scanner(System.in); System.out.println("Enter the number of students"); int number = input.nextInt(); double[]grades = new double [number]; for (int J = number; J >=0; J--) { System.out.println("Enter the students' grades"); grades[J] = input.nextDouble(); } double best = grades[0]; for (int J = 1; J < number; J++) { if (grades[J] >= best){ best = grades[J]; } } for (int J = 0;J < number; J++){ if (grades[J] >= best - 10){ System.out.println("Student " + J + " score is " + grades[J] + " and grade is " + "A"); } else if (grades[J] >= best - 20){ System.out.println("Student " + J + " score is " + grades[J] + " and grade is " + "B"); } else if (grades[J] >= best - 30) { System.out.println("Student " + J + " score is " + grades[J] + " and grade is " + "C"); } else if (grades[J] >= best - 40) { System.out.println("Student " + J + " score is " + grades[J] + " and grade is " + "D"); } else { System.out.println("Student " + J + " score is " + grades[J] + " and grade is " + "F"); } } // end for loop for output }// end main method }

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  • How to chain actions/animations together and delay their execution?

    - by codinghands
    I'm trying to build a simple game with a number of screens - 'TitleScreen', 'LoadingScreen', 'PlayScreen', 'HighScoreScreen' - each of which has it's own draw & update logic methods, sprites, other useful fields, etc. This works well for me as a game dev beginner, and it runs. However, on my 'PlayScreen' I want to run some animations before the player gets control - dropping in some artwork, playing some sound effects, generally prettifying things a little. However, I'm not sure what the best way to chain animations / sound effects / other timed general events is. I could make an intermediary screen, 'PrePlayScreen', which simply has all of this hardcoded like so: Update(){ Animation anim1 = new Animation(.....); Animation anim2 = new Animation(.....); anim1.Run(); if(anim1.State == AnimationState.Complete) anim2.Run(); if(anim2.State == AnimationState.Complete) // Load 'PlayScreen' screen } But this doesn't seem so great - surely their must be a better way? I then thought, 'Hey - an AnimationManager! That'd be awesome!'. But then that creeping OOP panic set in as I thought about it some more. If I create the Animation in my Screen, then add it to the AnimationManager (which may or may not be a GameComponent hooked up to Update/Draw), how can I get 'back' to it? To signal commands like start / end / repeat? I'd still need to keep a reference to the object in my Screen so that I could still communicate with it once it's buried in the bosom of a List in my AnimationManager. This seems bad. I've also tried using events - call 'Update' on all the animations in the PlayScreen update loop, but crucially all of the animations have a bool flag ('Active') which determines whether they should begin. The first animation has this set to 'true', all others 'false'. On completion the first animation raises an event, which sets animation 2's bool flag to true (and so it then runs). Once animation 2 is complete another 'anim complete' event is raised, and the screen state changes. Considering the game I'm making is basically as simple as it gets I know I'm overthinking this... it's just the paradigm shift from web - game development is making me break out in a serious case of the stupids.

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  • F# and the useful infinite Sequence (I think)

    - by MarkPearl
    So I have seen a few posts done by other F# fans on solving project Euler problems. They looked really interesting and I thought with my limited knowledge of F# I would attempt a few and the first one I had a look at was problem 5. Which said : “2520 is the smallest number that can be divided by each of the numbers from 1 to 10 without any remainder. What is the smallest number that is evenly divisible by all of the numbers from 1 to 20?” So I jumped into coding it and straight away got stuck – the C# programmer in me wants to do a loop, starting at one and dividing every number by 1 to 20 to see if they all divide and once a match is found, there is your solution. Obviously not the most elegant way but a good old brute force approach. However I am pretty sure this would not be the F# way…. So after a bit of research I found the Sequences and how useful they were. Sequences seemed like the beginning of an approach to solve my problem. In my head I thought - create a sequence, and then start at the beginning of it and move through it till you find a value that is divisible by 1 to 20. Sounds reasonable? So the question is begged - how would you create a sequence that you are sure will be large enough to hold the solution to the problem? Well… You can’t know! Some more googling and I found what I would call infinite sequences – something that looks like this… let nums = 1 |> Seq.unfold (fun i -> Some (i, i + 1))   My interpretation of this would be as follows… create a sequence, and whenever it is called add 1 to its size (I would appreciate someone helping me on wording this right functionally). Something that I don’t understand fully yet is the forward pipe operator (|>) which I think plays a key role in this code. With this in hand I was able to code a basic optimized solution to this problem. I’m going to go over it some more before I post the full code just in case!

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